diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 9c36b06c72..1104be664a 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -21,6 +21,8 @@ jobs: - run: npm run build - run: npm run build:seo - run: npm run build:deploy:prod + - run: npm run build:deploy:prod:gtag + - run: npm run build:deploy:prod:cdn - name: Add files run: git add -A diff --git a/.github/workflows/release.yml b/.github/workflows/release.yml index 28cc9506ee..87343a41f1 100644 --- a/.github/workflows/release.yml +++ b/.github/workflows/release.yml @@ -24,6 +24,6 @@ jobs: - name: Upload Release uses: ncipollo/release-action@v1 with: - generateReleaseNotes: true + body: "See the [Changelogs](https://pf2etools.com/changelog.html) page." artifacts: "pf2ools-${{ env.RELEASE_VERSION }}.zip" token: ${{ secrets.GITHUB_TOKEN }} \ No newline at end of file diff --git a/Pf2eTools.html b/Pf2eTools.html index a552f3d3e1..156abdd7d3 100644 --- a/Pf2eTools.html +++ b/Pf2eTools.html @@ -10,6 +10,7 @@ Pf2eTools + diff --git a/README.md b/README.md index f725452f6b..3730845810 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,7 @@ ## Pf2e.Tools -[![Automated Build](https://github.com/Pf2eTools/Pf2eTools.github.io/actions/workflows/build.yml/badge.svg?branch=master)](https://github.com/Pf2eTools/Pf2eTools.github.io/actions/workflows/build.yml) +[![Automated Build](https://github.com/Pf2eToolsOrg/Pf2eTools/actions/workflows/build.yml/badge.svg?branch=master)](https://github.com/Pf2eToolsOrg/Pf2eTools/actions/workflows/build.yml) -Visit the main site (not yet) or go to the unofficial GitHub [mirror](https://pf2etools.github.io/Pf2eTools.html). +Visit the main site (not yet) or go to the unofficial GitHub [mirror](https://pf2etools.com). [Join the Pf2eTools Discord here!](https://discord.gg/2hzNxErtVu) @@ -77,7 +77,7 @@ Avoid binding ALT-modified events, as these are not available under MacOS or var ### Dev Server -Do `npm run serve:dev` to launch a local dev server that serves the project files on [`http://localhost:8080/Pf2eTools.html`](http://localhost:8080/Pf2eTools.html). +Do `npm run serve:dev` to launch a local dev server that serves the project files on [`http://localhost:8080/index.html`](http://localhost:8080/index.html). ### Version bump diff --git a/abilities.html b/abilities.html index 2e2cbaba42..bb2e0a26cc 100644 --- a/abilities.html +++ b/abilities.html @@ -10,6 +10,7 @@ Abilities - Pf2eTools + diff --git a/actions.html b/actions.html index 492de8fc4d..a7f32f4ec3 100644 --- a/actions.html +++ b/actions.html @@ -10,6 +10,7 @@ Actions - Pf2eTools + diff --git a/adventure.html b/adventure.html index d66f7ebd0f..a68b286db9 100644 --- a/adventure.html +++ b/adventure.html @@ -10,6 +10,7 @@ Adventure - Pf2eTools + diff --git a/adventures.html b/adventures.html index f31da56a61..2b760a4f0d 100644 --- a/adventures.html +++ b/adventures.html @@ -10,6 +10,7 @@ Adventures - Pf2eTools + diff --git a/afflictions.html b/afflictions.html index 4771a802c0..2e0474d0d4 100644 --- a/afflictions.html +++ b/afflictions.html @@ -10,6 +10,7 @@ Afflictions - Pf2eTools + diff --git a/ancestries.html b/ancestries.html index b72bf35577..1a6dba5b01 100644 --- a/ancestries.html +++ b/ancestries.html @@ -10,6 +10,7 @@ Ancestries - Pf2eTools + diff --git a/archetypes.html b/archetypes.html index df75723a07..056980605e 100644 --- a/archetypes.html +++ b/archetypes.html @@ -10,6 +10,7 @@ Archetypes - Pf2eTools + diff --git a/backgrounds.html b/backgrounds.html index 967d388b20..c9250afaca 100644 --- a/backgrounds.html +++ b/backgrounds.html @@ -10,6 +10,7 @@ Backgrounds - Pf2eTools + diff --git a/bestiary.html b/bestiary.html index 77ebeab44e..02417ebff5 100644 --- a/bestiary.html +++ b/bestiary.html @@ -10,6 +10,7 @@ Bestiary - Pf2eTools + diff --git a/blacklist.html b/blacklist.html index d1f322de70..f7609a0829 100644 --- a/blacklist.html +++ b/blacklist.html @@ -10,6 +10,7 @@ Content Blacklist - Pf2eTools + diff --git a/book.html b/book.html index 251a9e7940..c089a8f06f 100644 --- a/book.html +++ b/book.html @@ -10,6 +10,7 @@ Rules - Pf2eTools + diff --git a/books.html b/books.html index 0fc0f9f03a..44c020e91d 100644 --- a/books.html +++ b/books.html @@ -10,6 +10,7 @@ Books - Pf2eTools + diff --git a/build/deploy-prep-prod--gtag.sh b/build/deploy-prep-prod--gtag.sh new file mode 100644 index 0000000000..32df66d32e --- /dev/null +++ b/build/deploy-prep-prod--gtag.sh @@ -0,0 +1,9 @@ +#!/bin/bash + +echo "Adding gtags." + +find . -maxdepth 1 -type f -name '*.html' -print0 | + while IFS= read -r -d $'\0' line; do + sed -i -e '//a ' $line + done + diff --git a/changelog.html b/changelog.html index 665ceca61a..f92dbe1b45 100644 --- a/changelog.html +++ b/changelog.html @@ -10,6 +10,7 @@ Changelog - Pf2eTools + diff --git a/classes.html b/classes.html index 95208c4208..71a97c5170 100644 --- a/classes.html +++ b/classes.html @@ -10,6 +10,7 @@ Classes - Pf2eTools + diff --git a/companionsfamiliars.html b/companionsfamiliars.html index 6d452721d4..3157af9572 100644 --- a/companionsfamiliars.html +++ b/companionsfamiliars.html @@ -10,6 +10,7 @@ Companions & Familiars - Pf2eTools + diff --git a/conditions.html b/conditions.html index 064c8d563f..54f163ee40 100644 --- a/conditions.html +++ b/conditions.html @@ -10,6 +10,7 @@ Conditions - Pf2eTools + diff --git a/css/style.css b/css/style.css index c257b66a11..0ddb9de237 100644 --- a/css/style.css +++ b/css/style.css @@ -1,2 +1,2 @@ -@font-face{font-family:'Convergence';font-style:normal;font-weight:400;src:local("Convergence-Regular"),url("../fonts/Convergence-Regular.ttf") format("truetype")}@font-face{font-family:'Roboto';font-style:normal;font-weight:400;src:local("Roboto"),url("../fonts/Roboto-regular.ttf") 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*/ \ No newline at end of file diff --git a/data/abilities.json b/data/abilities.json index 520956ca13..1b1c8d92a8 100644 --- a/data/abilities.json +++ b/data/abilities.json @@ -1,5 +1,35 @@ { "ability": [ + { + "name": "Moon Frenzy", + "page": 329, + "source": "Bst", + "traits": [ + "Polymorph", + "Primal", + "Transmutation" + ], + "entries": [ + "When a full moon appears in the night sky, the werecreature must enter hybrid form, can't {@ability 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 werecreature returns to humanoid form and is fatigued for 2d4 hours." + ] + }, + { + "name": "Golem Antimagic", + "source": "Bst", + "page": 184, + "entries": [ + "A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.", + { + "type": "list", + "items": [ + "{@bold Harmed By} Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.", + "{@bold Healed By} Any magic of this type that targets the golem makes the golem lose the {@condition slowed} condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.", + "{@bold Slowed By} Any magic of this type that targets the golem causes it to be {@condition slowed 1} for {@dice 2d6} rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's {@condition slowed 1} for that round.", + "{@bold Vulnerable To} Each golem is vulnerable to one or more specific spells, with the effects described in its stat block." + ] + } + ] + }, { "name": "All-Around Vision", "source": "Bst", @@ -116,6 +146,27 @@ "The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of {@skill Deception}. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its {@skill Deception} DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block." ] }, + { + "name": "Curse of the Werecreature", + "source": "Bst", + "page": 329, + "traits": [ + "Curse", + "Necromancy", + "Primal" + ], + "entries": [ + "This curse affects only humanoids.", + { + "type": "affliction", + "savingThrow": "Fortitude", + "DC": "is the standard DC for the {@table DCs by Level||werecreature's new level \u2013 1}", + "entries": [ + "On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of {@filter werecreature|bestiary||creature=werecreature} until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling {@condition unconscious} until dawn" + ] + } + ] + }, { "name": "Child Care", "source": "GMG", diff --git a/data/actions.json b/data/actions.json index 5e68f67eff..b20fb16cd7 100644 --- a/data/actions.json +++ b/data/actions.json @@ -2514,7 +2514,7 @@ "type": "successDegree", "entries": { "Success": [ - "If the creature could see you, you're now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.", + "If the creature could see you, you're now {@condition hidden} from it instead of {@condition observed}. If you were {@condition hidden} from or {@condition undetected} by the creature, you retain that condition.", "If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except {@action Hide|CRB}, {@action Sneak|CRB}, or {@action Step|CRB}. If you attempt to {@action Strike|CRB} a creature, the creature remains {@condition flat-footed|CRB} against that attack, and you then become {@condition observed|CRB}. If you do anything else, you become {@condition observed|CRB} just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another {@skill Stealth} check.", "If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again." ] diff --git a/data/afflictions.json b/data/afflictions.json index 97e56e8007..ec4bb639c3 100644 --- a/data/afflictions.json +++ b/data/afflictions.json @@ -566,7 +566,8 @@ { "type": "affliction", "level": "your level", - "savingThrow": "Will save against a {@table DC Adjustments||very hard} {@table DCs by Level||DC of the curse's level}", + "savingThrow": "Will", + "DC": "save against a {@table DC Adjustments||very hard} {@table DCs by Level||DC of the curse's level}", "stages": [ { "stage": 1, @@ -785,7 +786,8 @@ "This curse affects only humanoids.", { "type": "affliction", - "savingThrow": "Fortitude DC is the standard DC for the {@table DCs by Level||werecreature's new level \u2013 1}", + "savingThrow": "Fortitude", + "DC": "is the standard DC for the {@table DCs by Level||werecreature's new level \u2013 1}", "entries": [ "On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of {@filter werecreature|bestiary||creature=werecreature} until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling {@condition unconscious} until dawn." ] diff --git a/data/ancestries/ancestry-anadi.json b/data/ancestries/ancestry-anadi.json index 3f6a98de9f..8415860e81 100644 --- a/data/ancestries/ancestry-anadi.json +++ b/data/ancestries/ancestry-anadi.json @@ -50,7 +50,7 @@ "Transmutation" ], "entries": [ - "You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. In your spider shape, you aren't {@condition flat-footed} when {@action Climb||climbing}, but you can't use weapons, shields, or other held items of any sort nor can you take any action that has the {@trait manipulate} trait." + "You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't flat footed when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to {@action Cast a Spell} with somatic components, weave silk or webbing, or simple {@action Interact} actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other {@trait manipulate} actions are appropriate for your spider legs." ], "type": "ability", "style": "compact", diff --git a/data/ancestries/ancestry-dwarf.json b/data/ancestries/ancestry-dwarf.json index d44fdea334..b6d1532668 100644 --- a/data/ancestries/ancestry-dwarf.json +++ b/data/ancestries/ancestry-dwarf.json @@ -135,156 +135,167 @@ ] }, { - "type": "entriesOtherSource", - "page": 16, - "source": "LOCG", - "entries": [ - "The dwarves of the Inner Sea region are a people known for their hardy builds, extensive history, and strong familial bonds. Dwarves originated from far beneath the ground: dwarven oracles ages ago received a vision of the comforting stone roofs of their home splitting to reveal a \"sky\"\u2014a concept unknown to their populace. When Earthfall occurred, marking the end of the Age of Legend, the shaking earth destroyed countless cities and the dwarven populace was devastated. While they could have rebuilt, dwarves saw this as a sign from their patron deity, Torag. They traveled upward for generations, fighting their way through orc tribes and driving their foes ahead of them with each step of the ascent, in a journey now known as the Quest for Sky.", - "After centuries, in \u20134987 ar, the great King Taargick brought the dwarven clans to the surface in 10 far-flung locales. As a testament to their accomplishment, the dwarves constructed 10 glorious cities as a reminder of where their society had come from and all that they could still accomplish. These Sky Citadels were ruled for centuries by Taargick and his descendants until orc hordes managed to overtake the citadel of Koldukar. That conflict continued as a nigh-stalemate until the empire of Tar Taargadth fell to a unified orc force in 1551 ar.", - "In modern times, the dwarven populace has become markedly diverse in its traditions, although even the most disparate of cultures bear a reverence for past accomplishments and a drive to improve in the future. Another commonality across the vast majority of dwarves is a love and respect for its clans. Dwarves keep extensive family trees dating back millennia, carved into stone and minerals. Each clan claims a particular gemstone and its unique cut as their own, and dwarves' extensive histories mean that two clans having identical gemstones as their crest is exceptionally rare. Most dwarven clans choose a gemstone that is both abundant in their region yet rare enough to have value. These gemstones are most commonly seen in the pommels of stout knives that the dwarves call clan daggers. Every dwarf has a special clan dagger that is forged by other members of the clan in preparation for the infant dwarf's arrival and used to cut their umbilical cord at birth. Great care is put into these daggers, as superstition states an infant ashamed of their clan dagger will be more prone to sickness or death. When a dwarf reaches adolescence, they are given their clan dagger, and it becomes that dwarf's independent responsibility to keep their dagger safe. When two dwarves of different clans enter into marriage, tradition usually dictates that each dwarf shows their faith and bond by forging a sheath bearing their own clan's gemstone for their partner's dagger.", - "Dwarven adventures are renowned for their drive to improve and the steadfast bonds they form with their allies. For a dwarf to take up the adventuring lifestyle is seen as a blessing to their clan, as dwarves would have never accomplished what they have without pushing themselves to leave comfort in favor of glory. As a result, while a dwarf who returns home finds a hero's welcome, those who never return are also viewed and remembered with pride, as they are seen to embody the determination that brought the dwarven people from deep beneath the earth all the way to their current home on the surface." - ] - }, - { - "type": "pf2-sidebar", - "page": 16, - "source": "LOCG", - "name": "Five Kings Dwarves", - "entries": [ - "Mountain dwarves centered at the site of the first and greatest of the dwarven Sky Citadels, the Five Kings dwarves are prolific traders, smiths, and soldiers who are among the most well-known dwarves throughout all of Avistan. Five Kings dwarves take exceptional pride in their facial hair, typically tying decorations called glory ribbons around the end of their beards.", - "Despite technically being a unified culture, the Five Kings dwarves are nevertheless divided and broken, with contentious opinions and stubbornness causing constant conflict within their own culture." - ] - }, - { - "type": "pf2-sidebar", - "page": 18, - "source": "LOCG", - "name": "Kulenett Homelands", - "entries": [ - "Far more nomadic than most underground dwarves, Kulenett travel the entirety of the Geb from below their underground highway network, which few that have not lived their whole lives in it can navigate. The Kulenett claim to have a number of oasis-cities deep beneath the sands, which bubble with positive energy and ward them against the necromantic magic and corruptions of Geb, but no outsider has ever found them and returned with proof. As a culture, the Kulenett maintain relations with Geb out of necessity, despite being slightly opposed to the practice of necromancy." - ] - }, - { - "type": "pf2-sidebar", - "page": 18, - "source": "LOCG", - "name": "Mbe'ke and Taralu Dwarves", - "entries": [ - "Mbe'ke and Taralu dwarves have a particular affinity for cloud dragons, with Mbe'ke building cities in jungle mountains to be closer to the clouds and Taralu forming isolationist villages in fogshrouded lowlands so that the clouds come to them. Mbe'ke have coarse, dark hair that they keep cropped short, and they defend their cities with a mystical form of archery known as ghymthur that infuses wind into their arrows. Taralu grow curly dark hair that they regularly dye in all the colors of the sky; they are known for their mastery of the jungle terrain and their affinity for magical traps." - ] - }, - { - "type": "pf2-sidebar", - "page": 20, - "source": "LOCG", - "name": "Vahird Dwarves", - "entries": [ - "Vahird dwarves follow a staunch belief that no being is greater than any other, practicing a strictly vegetarian diet and accepting any who are willing to give up on the rulers of the world, both mortal and divine. These dwarves wear light-colored robes made from plant products and shave their beards and mustaches, but they let their sideburns, eyebrows, and body hair grow thick." - ] - }, - { - "type": "pf2-sidebar", - "page": 21, - "source": "LOCG", - "name": "Pahmet Tomb Guardians", + "type": "pf2-h3", + "page": 431, + "source": "CRB", + "name": "Dwarves", "entries": [ - "While most scholars consider the legends that Pahmet dwarves were sent by the gods to aid Osirion's pharaohs mere fancy, the ancient pharaohs treated the Pahmet with great reverence. In return, the dwarves guard Erekrus\u2014the necropolis where the Pahmet traditionally interred the bodies of pharaohs they deemed particularly worthy\u2014from undead and tomb robbers to this day." + "For untold eons, the dwarven people dwelled in the lightless reaches of the Darklands. It wasn't until after Earthfall that the dwarves undertook the legendary Quest for Sky, during which the majority of dwarves made a pilgrimage to relocate to the surface of Golarion. In doing so, they not only drove the orcs to the surface before them, but also established several immense Sky Citadels at each location where they emerged from the realm below. Today, three major ethnicities of dwarves exist, each associated with one of three altitude bands: the Grondaksen dwarves (who still dwell in the upper reaches of the Darklands), the Ergaksen dwarves (the most widespread heritage, and those who dwell on or adjacent to the surface world), and the Holtaksen dwarves (the least populous\u2014dwarves who dwell only among the highest mountain reaches)." ] }, { "type": "pf2-h2", - "page": 17, - "name": "Dwarves of the Inner Sea", + "page": 16, + "name": "Dwarves", + "collapsible": true, "source": "LOCG", "entries": [ - "While there are countless dwarven ethnicities throughout the Inner Sea region, most can be found on the surface. Many dwarves, however, see dwarvenkind as split into three main ethnic groups\u2014Grondaksen, who live underground and are known for their traditionalist preservation of history; Ergaksen, spread across the surface and known for their adaptability and diverse cultures; and Holtaksen, who live atop mountains and are known for their warrior culture and desire for glory. While underground dwarves and mountain dwarves see all dwarves on the surface as belonging to a single group, surface dwarves themselves do not, almost never using the term \"surface dwarf\" except when communicating with their underground or mountain brethren.", { - "type": "pf2-h3", - "page": 17, - "name": "Underground Dwarves", + "type": "pf2-sidebar", + "page": 16, "source": "LOCG", + "name": "Five Kings Dwarves", "entries": [ - "Grondaksen are recognizable by their shorter frames, their large and stern eyes, their billowing beards\u2014seen even among some women\u2014and their utilitarian approach to fashion. They traditionally wear plain browns and grays, typically reinforced with metal to keep them safe while they work. Their settlements are built into caves far beneath the earth, with the walls of important buildings such as medical offices and the homes of leaders carved with runic family trees and inset with clan gemstones to commemorate their history. As they live without a sky, underground dwarves have a different biological clock than their relatives, tending to sleep for 12 hours before remaining awake for 20. Because this is the same interval at which their forges are regularly warmed, this cycle of 32 hours is referred to as a forge-day.", - "Underground dwarves are culturally known for their insistence that while Torag's Quest for Sky was indeed a divine mandate, staying on the surface instead of returning to the protection of the stone below was a mistake. As underground dwarves are separated from the surface world, the only news of world events they receive comes from surface dwarf couriers. A millennia-old agreement mandates that surface dwarves will come belowground once every 24 forge-days to provide knowledge of current events on the surface, receiving impeccable metalworks in exchange.", - "When an underground dwarf chooses to adventure, it is not a decision made lightly. While mountain dwarves see the pursuit of glory as paramount, and surface dwarves are driven to protect their way of life, the backbone of underground dwarf society is instead the importance of safety and sanctity. As such, those among them who become adventurers are largely driven by the need to face an external threat or else to discover the means to face an internal one.", - { - "type": "pf2-h3", - "page": 17, - "name": "Kulenett", - "source": "LOCG", - "entries": [ - "A society of underground dwarves that make their homes beneath the mountains of Geb, Kulenett dwarves are known for maintaining an intricate network of tunnels that stretch across the entirety of the nation. Kulenett have deep tawny skin tones, their reddish-orange eyes framed by dark hair that grows straight and thick. They typically wear light armor and travelers' vestments, usually including a pair of goggles to keep the sand out of their eyes when they travel aboveground." - ] - } + "Mountain dwarves centered at the site of the first and greatest of the dwarven Sky Citadels, the Five Kings dwarves are prolific traders, smiths, and soldiers who are among the most well-known dwarves throughout all of Avistan. Five Kings dwarves take exceptional pride in their facial hair, typically tying decorations called glory ribbons around the end of their beards.", + "Despite technically being a unified culture, the Five Kings dwarves are nevertheless divided and broken, with contentious opinions and stubbornness causing constant conflict within their own culture." + ] + }, + { + "type": "pf2-sidebar", + "page": 18, + "source": "LOCG", + "name": "Kulenett Homelands", + "entries": [ + "Far more nomadic than most underground dwarves, Kulenett travel the entirety of the Geb from below their underground highway network, which few that have not lived their whole lives in it can navigate. The Kulenett claim to have a number of oasis-cities deep beneath the sands, which bubble with positive energy and ward them against the necromantic magic and corruptions of Geb, but no outsider has ever found them and returned with proof. As a culture, the Kulenett maintain relations with Geb out of necessity, despite being slightly opposed to the practice of necromancy." ] }, { - "type": "pf2-h4", + "type": "pf2-sidebar", + "page": 18, + "source": "LOCG", + "name": "Mbe'ke and Taralu Dwarves", + "entries": [ + "Mbe'ke and Taralu dwarves have a particular affinity for cloud dragons, with Mbe'ke building cities in jungle mountains to be closer to the clouds and Taralu forming isolationist villages in fogshrouded lowlands so that the clouds come to them. Mbe'ke have coarse, dark hair that they keep cropped short, and they defend their cities with a mystical form of archery known as ghymthur that infuses wind into their arrows. Taralu grow curly dark hair that they regularly dye in all the colors of the sky; they are known for their mastery of the jungle terrain and their affinity for magical traps." + ] + }, + { + "type": "pf2-sidebar", + "page": 20, + "source": "LOCG", + "name": "Vahird Dwarves", + "entries": [ + "Vahird dwarves follow a staunch belief that no being is greater than any other, practicing a strictly vegetarian diet and accepting any who are willing to give up on the rulers of the world, both mortal and divine. These dwarves wear light-colored robes made from plant products and shave their beards and mustaches, but they let their sideburns, eyebrows, and body hair grow thick." + ] + }, + { + "type": "pf2-sidebar", + "page": 21, + "source": "LOCG", + "name": "Pahmet Tomb Guardians", + "entries": [ + "While most scholars consider the legends that Pahmet dwarves were sent by the gods to aid Osirion's pharaohs mere fancy, the ancient pharaohs treated the Pahmet with great reverence. In return, the dwarves guard Erekrus\u2014the necropolis where the Pahmet traditionally interred the bodies of pharaohs they deemed particularly worthy\u2014from undead and tomb robbers to this day." + ] + }, + "The dwarves of the Inner Sea region are a people known for their hardy builds, extensive history, and strong familial bonds. Dwarves originated from far beneath the ground: dwarven oracles ages ago received a vision of the comforting stone roofs of their home splitting to reveal a \"sky\"\u2014a concept unknown to their populace. When Earthfall occurred, marking the end of the Age of Legend, the shaking earth destroyed countless cities and the dwarven populace was devastated. While they could have rebuilt, dwarves saw this as a sign from their patron deity, Torag. They traveled upward for generations, fighting their way through orc tribes and driving their foes ahead of them with each step of the ascent, in a journey now known as the Quest for Sky.", + "After centuries, in \u20134987 ar, the great King Taargick brought the dwarven clans to the surface in 10 far-flung locales. As a testament to their accomplishment, the dwarves constructed 10 glorious cities as a reminder of where their society had come from and all that they could still accomplish. These Sky Citadels were ruled for centuries by Taargick and his descendants until orc hordes managed to overtake the citadel of Koldukar. That conflict continued as a nigh-stalemate until the empire of Tar Taargadth fell to a unified orc force in 1551 ar.", + "In modern times, the dwarven populace has become markedly diverse in its traditions, although even the most disparate of cultures bear a reverence for past accomplishments and a drive to improve in the future. Another commonality across the vast majority of dwarves is a love and respect for its clans. Dwarves keep extensive family trees dating back millennia, carved into stone and minerals. Each clan claims a particular gemstone and its unique cut as their own, and dwarves' extensive histories mean that two clans having identical gemstones as their crest is exceptionally rare. Most dwarven clans choose a gemstone that is both abundant in their region yet rare enough to have value. These gemstones are most commonly seen in the pommels of stout knives that the dwarves call clan daggers. Every dwarf has a special clan dagger that is forged by other members of the clan in preparation for the infant dwarf's arrival and used to cut their umbilical cord at birth. Great care is put into these daggers, as superstition states an infant ashamed of their clan dagger will be more prone to sickness or death. When a dwarf reaches adolescence, they are given their clan dagger, and it becomes that dwarf's independent responsibility to keep their dagger safe. When two dwarves of different clans enter into marriage, tradition usually dictates that each dwarf shows their faith and bond by forging a sheath bearing their own clan's gemstone for their partner's dagger.", + "Dwarven adventures are renowned for their drive to improve and the steadfast bonds they form with their allies. For a dwarf to take up the adventuring lifestyle is seen as a blessing to their clan, as dwarves would have never accomplished what they have without pushing themselves to leave comfort in favor of glory. As a result, while a dwarf who returns home finds a hero's welcome, those who never return are also viewed and remembered with pride, as they are seen to embody the determination that brought the dwarven people from deep beneath the earth all the way to their current home on the surface.", + { + "type": "pf2-h2", "page": 17, - "name": "Surface Dwarves", + "name": "Dwarves of the Inner Sea", "source": "LOCG", "entries": [ - "Making their homes aboveground and adapting at a comparatively rapid rate, the various Ergaksen peoples are known for their diversity. These are the dwarves who have spread across the Inner Sea region and laid roots, mingling with different cultures while developing their own, and they are the group most other ancestries encounter on a daily basis. They are physically distinguished from their underground and mountain cousins not through their commonalities with other surface dwarves, but by their differences from their underground and mountain kin.", - "Women typically bear thick hair, while men grow thick beards, although this varies from ethnicity to ethnicity; surface dwarves also tend to be well adjusted to whichever dangers are most common to their specific surroundings. As a result, surface dwarves are exceptionally diverse in appearance and mindset, ranging from Osirion's monastic Ouat dwarves to the jungle-dwelling Mbe'ke and Taralu dwarves, with other cultural distinctions commonplace.", - "Ergaksen find their greatest commonalities with the other ancestries of their region, rather than with other dwarven ethnicities or societies. The dwarves of the Ouat caste, while geographically and emotionally distant, maintain contact with the other monks on their mountain monastery as well as with certain other groups in the region, including the Pathfinder Society. Although they have extensive contact with the pharaohs of their nation, the Pahmet dwarves of Osirion serve no true master, acting as judges over who is allowed to be interred in the necropolis their culture dedicates itself to watching. The Paraheen dwarves of Katheer, capital of Qadira, are autonomous businesspeople, cooperating to serve the communities of the city while remaining distinct from it, working at the forge and revering a distinct aspect of Sarenrae tied to forge-fire.", - "Surface dwarves find many reasons to adventure, although the reason most often heard in almost every community of surface dwarves is the desire to protect their way of life. While a Pahmet dwarf might adventure to remove the threat of an undead menace and a Paraheen dwarf might adventure to make new trade contacts, these disparate groups all recognize the common thread that is securing one's lifestyle.", - { - "type": "pf2-h3", - "page": 18, - "name": "Mbe'ke and Taralu", - "source": "LOCG", - "entries": [ - "Two distinct but closely related dwarven cultures found in the Mwangi Expanse, Mbe'ke and Taralu are dark-skinned dwarves that revere and honor ancestors, totems, dragons, and draconic creatures." - ] - }, - { - "type": "pf2-h3", - "page": 18, - "name": "Ouat", - "source": "LOCG", - "entries": [ - "Ouat are a sect of the Pahmet dwarves of Osirion who pursue the art of self-perfection in the same manner as the god {@deity Irori}, training their minds and bodies in the monastic city of Tar Kuata." - ] - }, + "While there are countless dwarven ethnicities throughout the Inner Sea region, most can be found on the surface. Many dwarves, however, see dwarvenkind as split into three main ethnic groups\u2014Grondaksen, who live underground and are known for their traditionalist preservation of history; Ergaksen, spread across the surface and known for their adaptability and diverse cultures; and Holtaksen, who live atop mountains and are known for their warrior culture and desire for glory. While underground dwarves and mountain dwarves see all dwarves on the surface as belonging to a single group, surface dwarves themselves do not, almost never using the term \"surface dwarf\" except when communicating with their underground or mountain brethren.", { "type": "pf2-h3", - "page": 18, - "name": "Pahmet", + "page": 17, + "name": "Underground Dwarves", "source": "LOCG", "entries": [ - "Residents of Osirion since ancient times, bronzeskinned Pahmet dwarves claim to have been sent by the gods to assist the nation. They often live in rock plateaus or near tombs, and some have learned to command the sand of the deserts to aid them." + "Grondaksen are recognizable by their shorter frames, their large and stern eyes, their billowing beards\u2014seen even among some women\u2014and their utilitarian approach to fashion. They traditionally wear plain browns and grays, typically reinforced with metal to keep them safe while they work. Their settlements are built into caves far beneath the earth, with the walls of important buildings such as medical offices and the homes of leaders carved with runic family trees and inset with clan gemstones to commemorate their history. As they live without a sky, underground dwarves have a different biological clock than their relatives, tending to sleep for 12 hours before remaining awake for 20. Because this is the same interval at which their forges are regularly warmed, this cycle of 32 hours is referred to as a forge-day.", + "Underground dwarves are culturally known for their insistence that while Torag's Quest for Sky was indeed a divine mandate, staying on the surface instead of returning to the protection of the stone below was a mistake. As underground dwarves are separated from the surface world, the only news of world events they receive comes from surface dwarf couriers. A millennia-old agreement mandates that surface dwarves will come belowground once every 24 forge-days to provide knowledge of current events on the surface, receiving impeccable metalworks in exchange.", + "When an underground dwarf chooses to adventure, it is not a decision made lightly. While mountain dwarves see the pursuit of glory as paramount, and surface dwarves are driven to protect their way of life, the backbone of underground dwarf society is instead the importance of safety and sanctity. As such, those among them who become adventurers are largely driven by the need to face an external threat or else to discover the means to face an internal one.", + { + "type": "pf2-h4", + "page": 17, + "name": "Kulenett", + "source": "LOCG", + "entries": [ + "A society of underground dwarves that make their homes beneath the mountains of Geb, Kulenett dwarves are known for maintaining an intricate network of tunnels that stretch across the entirety of the nation. Kulenett have deep tawny skin tones, their reddish-orange eyes framed by dark hair that grows straight and thick. They typically wear light armor and travelers' vestments, usually including a pair of goggles to keep the sand out of their eyes when they travel aboveground." + ] + } ] }, { "type": "pf2-h3", - "page": 18, - "name": "Paraheen", + "page": 17, + "name": "Surface Dwarves", "source": "LOCG", "entries": [ - "Paraheen dwarves are a small but important autonomous community in Katheer that operates numerous forges and shops within the city and is a respected part of Qadiran society." + "Making their homes aboveground and adapting at a comparatively rapid rate, the various Ergaksen peoples are known for their diversity. These are the dwarves who have spread across the Inner Sea region and laid roots, mingling with different cultures while developing their own, and they are the group most other ancestries encounter on a daily basis. They are physically distinguished from their underground and mountain cousins not through their commonalities with other surface dwarves, but by their differences from their underground and mountain kin.", + "Women typically bear thick hair, while men grow thick beards, although this varies from ethnicity to ethnicity; surface dwarves also tend to be well adjusted to whichever dangers are most common to their specific surroundings. As a result, surface dwarves are exceptionally diverse in appearance and mindset, ranging from Osirion's monastic Ouat dwarves to the jungle-dwelling Mbe'ke and Taralu dwarves, with other cultural distinctions commonplace.", + "Ergaksen find their greatest commonalities with the other ancestries of their region, rather than with other dwarven ethnicities or societies. The dwarves of the Ouat caste, while geographically and emotionally distant, maintain contact with the other monks on their mountain monastery as well as with certain other groups in the region, including the Pathfinder Society. Although they have extensive contact with the pharaohs of their nation, the Pahmet dwarves of Osirion serve no true master, acting as judges over who is allowed to be interred in the necropolis their culture dedicates itself to watching. The Paraheen dwarves of Katheer, capital of Qadira, are autonomous businesspeople, cooperating to serve the communities of the city while remaining distinct from it, working at the forge and revering a distinct aspect of Sarenrae tied to forge-fire.", + "Surface dwarves find many reasons to adventure, although the reason most often heard in almost every community of surface dwarves is the desire to protect their way of life. While a Pahmet dwarf might adventure to remove the threat of an undead menace and a Paraheen dwarf might adventure to make new trade contacts, these disparate groups all recognize the common thread that is securing one's lifestyle.", + { + "type": "pf2-h4", + "page": 18, + "name": "Mbe'ke and Taralu", + "source": "LOCG", + "entries": [ + "Two distinct but closely related dwarven cultures found in the Mwangi Expanse, Mbe'ke and Taralu are dark-skinned dwarves that revere and honor ancestors, totems, dragons, and draconic creatures." + ] + }, + { + "type": "pf2-h4", + "page": 18, + "name": "Ouat", + "source": "LOCG", + "entries": [ + "Ouat are a sect of the Pahmet dwarves of Osirion who pursue the art of self-perfection in the same manner as the god {@deity Irori}, training their minds and bodies in the monastic city of Tar Kuata." + ] + }, + { + "type": "pf2-h4", + "page": 18, + "name": "Pahmet", + "source": "LOCG", + "entries": [ + "Residents of Osirion since ancient times, bronzeskinned Pahmet dwarves claim to have been sent by the gods to assist the nation. They often live in rock plateaus or near tombs, and some have learned to command the sand of the deserts to aid them." + ] + }, + { + "type": "pf2-h4", + "page": 18, + "name": "Paraheen", + "source": "LOCG", + "entries": [ + "Paraheen dwarves are a small but important autonomous community in Katheer that operates numerous forges and shops within the city and is a respected part of Qadiran society." + ] + }, + { + "type": "pf2-h4", + "page": 18, + "name": "Vahird", + "source": "LOCG", + "entries": [ + "A culture of surface dwarves found in the Eternal Oasis of Rahadoum, Vahird are monastic followers of Rahadoum's Laws of Mortality, acknowledging the existence of the dwarven pantheon but believing that the gods are no better than mortals." + ] + } ] }, { "type": "pf2-h3", - "page": 18, - "name": "Vahird", + "page": 17, + "name": "Mountain Dwarves", "source": "LOCG", "entries": [ - "A culture of surface dwarves found in the Eternal Oasis of Rahadoum, Vahird are monastic followers of Rahadoum's Laws of Mortality, acknowledging the existence of the dwarven pantheon but believing that the gods are no better than mortals." + "Distinct from their cousins in that they make their homes in the peaks of Golarion's tallest mountains, Holtaksen are known for their drive to relive the Quest for Sky's days of glory. They build massive fortresses into the mountains, readily go to war with orcs and giants, and stockpile the treasures they claim in battle. Easily one of the most reckless and militant dwarven cultures, mountain dwarves are still markedly cautious compared to shorter-lived ancestries. With a penchant for hit-and-run tactics in enemy territory and an impressive defensive acumen in their own, mountain dwarves seek glory without being foolhardy.", + "Holtaksen tend to be a few inches taller than other dwarves. Their hair grows quickly and is commonly worn braided, and their eyes have larger-thannormal pupils. Their traditional clothing is mostly made up of dark and muted colors, but almost every outfit bears a single small garment in a bright color, matching the color of their clan gem. This garment, typically a scarf or bandanna, is known as a glory ribbon and serves as a badge of honor and token of remembrance. When a mountain dwarf dies in battle, their comrades take the glory ribbon of the fallen, tear it up, and weave a bit of it into their own outfits. Some older mountain dwarves bear countless battle scars and have dozens of colorful scraps reminding them why they fight.", + "While underground dwarves rarely adventure and surface dwarves adventure out of necessity, mountain dwarves embrace the prospect of traveling and questing. As they search for glory and thrive on battle, it is almost unheard of to meet a mountain dwarf who has never gone on an adventure." ] } ] - }, - { - "type": "pf2-h3", - "page": 17, - "name": "Underground Dwarves", - "source": "LOCG", - "entries": [ - "Distinct from their cousins in that they make their homes in the peaks of Golarion's tallest mountains, Holtaksen are known for their drive to relive the Quest for Sky's days of glory. They build massive fortresses into the mountains, readily go to war with orcs and giants, and stockpile the treasures they claim in battle. Easily one of the most reckless and militant dwarven cultures, mountain dwarves are still markedly cautious compared to shorter-lived ancestries. With a penchant for hit-and-run tactics in enemy territory and an impressive defensive acumen in their own, mountain dwarves seek glory without being foolhardy.", - "Holtaksen tend to be a few inches taller than other dwarves. Their hair grows quickly and is commonly worn braided, and their eyes have larger-thannormal pupils. Their traditional clothing is mostly made up of dark and muted colors, but almost every outfit bears a single small garment in a bright color, matching the color of their clan gem. This garment, typically a scarf or bandanna, is known as a glory ribbon and serves as a badge of honor and token of remembrance. When a mountain dwarf dies in battle, their comrades take the glory ribbon of the fallen, tear it up, and weave a bit of it into their own outfits. Some older mountain dwarves bear countless battle scars and have dozens of colorful scraps reminding them why they fight.", - "While underground dwarves rarely adventure and surface dwarves adventure out of necessity, mountain dwarves embrace the prospect of traveling and questing. As they search for glory and thrive on battle, it is almost unheard of to meet a mountain dwarf who has never gone on an adventure." - ] } ] } diff --git a/data/ancestries/ancestry-elf.json b/data/ancestries/ancestry-elf.json index da2cb0dd9c..df98d28a05 100644 --- a/data/ancestries/ancestry-elf.json +++ b/data/ancestries/ancestry-elf.json @@ -128,126 +128,137 @@ ] }, { - "type": "pf2-sidebar", - "page": 22, - "source": "LOCG", - "name": "Kyonin", - "entries": [ - "A prominent nation in Avistan, Kyonin is considered the spiritual heartland of elven culture. This prestige comes from the presence of the Sovyrian Stone that resides in Kyonin's capital, Iadara, and the accompanying magical gate that leads to the realm of Sovyrian. The threat of the returned Whispering Tyrant has led Queen Telandia Edasseril to open the borders of the nation to foreigners." - ] - }, - { - "type": "entriesOtherSource", - "page": 22, - "source": "LOCG", - "entries": [ - "Elves are an ancient people, heirs to a civilization founded in the depths of humanity's prehistory. Migrants from the elven realm of Sovyrian first came to Golarion through a magical gate that stretched between worlds, powered by an enormous crystal known as the Sovyrian Stone. At the height of their power, the elves clashed with the alien manipulators known as the alghollthus, and by extension the human empire that, wittingly or unwittingly, served the alghollthus' interests\u2014Azlant. When Azlant's defiance resulted in the alghollthus summoning the disaster of Earthfall, most of the elves departed the planet, traveling back to their homeland to escape the destruction.", - "Yet this was far from the end of the elves' involvement on Golarion. Not all elves left with their kin, some instead choosing to remain behind. Even the elves of Sovyrian still had their part to play in the planet's history. Sensing that something threatened the Sovyrian Stone and the magical portal that it powered, the elves began their return to Golarion in 2632 ar. They returned to find their former lands corrupted by the nascent demon lord Treerazer, who sought to corrupt the Sovyrian Stone into a portal to the Abyss. The resulting war between the elves and Treerazer left the demon confined to the Tanglebriar forest, defeated but still alive. With the battle against Treerazer fought to a hard-won standstill, the elves turned their attention to reclaiming their ancient holdings, and with it, their place upon Golarion.", - "Though elves can appear similar to humans at a first glance, they are as otherworldly and mercurial as their distant homeland, appearing approachable in one instant and incomprehensible in the next. Elves are usually tall and slender. Their eyes range across a spectrum of colors, with irises that are far larger than those of other humanoids; this usually makes it seem like elves have little or even no white in their eyes. Elves' natural lifespan is measured in centuries rather than decades, often leaving them unable to relate to the mindsets of shorter-lived peoples. While their love of music and beauty is well known by others, elves' love of freedom runs just as deep, and many elves feel uncomfortable telling others how to live their lives\u2014to the point that most elven states hesitate to demand military service or collective action from their citizens. Many human nations have felt betrayed by the lack of organized elven aid during a crisis, despite the help of individual elves, due to this misunderstanding of the elven viewpoint.", - "This love of freedom leads elves out into the world for a nigh-infinite number of reasons, making them a common sight among adventurers. Their long lifespans mean that even elves who have spent centuries in quiet contemplation might be drawn out from their homes due to exceptional events, or that an elf might find herself journeying to follow up on events that are fresh in her memory but long forgotten to others. Though elves often try to keep themselves distant from shorter-lived peoples, knowing that such friendships will inevitably bring grief, many wind up forging longlasting connections with traveling companions that can even carry down through generations." - ] - }, - { - "type": "pf2-sidebar", - "page": 24, - "source": "LOCG", - "name": "Aquatic Elves", - "entries": [ - "Kin to terrestrial elves despite their incompatible environments, aquatic elves were once air-breathing elves who eventually adapted to life underwater due to their exposure to the sea. Much like Mordant Spire elves, aquatic elves consider themselves enemies of the alghollthus and fight to oppose the aberrations at every turn." - ] - }, - { - "type": "pf2-sidebar", - "page": 25, - "source": "LOCG", - "name": "Mualijae", + "type": "pf2-h3", + "page": 431, + "name": "Elves", + "source": "CRB", "entries": [ - "The Mualijae were once part of a powerful united kingdom, but the people split into three different nations in ancient times for reasons unknown.", - "{@indentFirst {@b Alijae:} Located in the northern Mwangi jungles, Alijae defend the elven ruins of Nagisa, the White City, for reasons unknown\u2014perhaps due to a darkness within the Alijae themselves.}", - "{@indentFirst {@b Ekujae:} Located in the west Mwangi jungles, the militant Ekujae serve as guardians of the forest, protecting magical sites and fighting a guerrilla war against the Aspis Consortium.}", - "{@indentFirst {@b Kallijae:} Located in the northwest Mwangi jungles, Kallijae have taken advantage of recent events to step up their offensives against the minions of the demon lord Angazhan.}" + "Golarion is not the original elven home world, but those elves who dwell here today are considered native to the planet. These people first came to Golarion from the neighboring planet of Castrovel via a network of portals known as {@i aiudara}. While elves abandoned Golarion for several thousand years after the devastation of Earthfall, they have since returned in force. The most populous elves are the Aiudeen, elves who have acclimated to temperate forest lands. These are the elves who rule the nation of Kyonin and are most often encountered in other societies. To the south, the Mualijae elves have acclimated to the sweltering jungles of the Mwangi Expanse, while far to the north the Ilverani elves (known to some as the snowcasters) dwell in the frozen reaches of Irrisen and beyond in the Crown of the World. The Vourinoi elves of Garund's deserts are the most secretive of the elven ethnicities." ] }, { "type": "pf2-h2", "page": 22, - "name": "Elves of the Inner Sea", + "name": "Elves", "source": "LOCG", + "collapsible": true, "entries": [ - "Elves' longevity means that their cultures remain stable over time, leading to a larger consolidation of elven ethnicities across the Inner Sea region. Elven societies that have been separated for thousands of years can still communicate with each other in the Elven language, with only minor difficulty. Within these broad ethnicities, however, is countless variation, fueled by the elven love of selfexpression and freedom. Elves also develop a powerful connection to their surroundings, and elves who live in an area for long enough are known to slowly shift in appearance to take on aspects of their environment. As a result, elves of any ethnicity are prone to unusual features of all kinds, from white or lavender hair to bright gold eyes.", - "While the elven idea of ethnicity closely matches that of humans, one important aspect of it is often lost on non-elven peoples. A number of elves\u2014including the ancestors of the Mualijae, Ilverani, and Vourinoi elves\u2014did not depart Golarion during Earthfall, while the ancestors of the Aiudeen and Spiresworn elves left for the land of Sovyrian. Though the elves of Sovyrian returned centuries ago, they are in some ways considered newcomers by themselves and their kin, still tied to an ancient and distant homeland on another world. In contrast, those elves who stayed behind during Earthfall and suffered alongside the planet during its darkest hour now consider themselves true children of Golarion.", { - "type": "pf2-h3", - "name": "Aiudeen", + "type": "pf2-sidebar", + "page": 22, "source": "LOCG", - "page": 23, + "name": "Kyonin", "entries": [ - "Also known as \"returners,\" Aiudeen are the most common elven ethnicity found in the Inner Sea region, mainly concentrated in the elven nation of Kyonin. These elves are the descendants of the elves who left Golarion when Earthfall struck, and they still guard the massive portal to their refuge of Sovyrian, along with the Sovyrian Stone that powers the gate. Aiudeen are also known for making use of a network of smaller portals, known as aiudara, that connect to gates in distant parts of Golarion. To most Inner Sea residents, all elven culture is Aiudeen culture, filled with glamorous clothing, arcane prowess, and elegant twisting architecture. Yet though Aiudeen culture is highly sophisticated, it has historically been in decline since the elves returned, as Aiudeen struggle to reclaim what they once held and defend what they've managed to reclaim. With major changes on the horizon, many Aiudeen seek to look to the future instead of to the past, opening their ancestral homes to outsiders and reaching out to interact with their neighbors.", - "Most Aiudeen have the {@ancestry elf||ancient elf|ancient|locg}, {@ancestry elf||whisper elf|whisper}, or {@ancestry elf||woodland elf heritage|woodland}, though due to the elves' ability to adapt to their environments, they could manifest any heritage." + "A prominent nation in Avistan, Kyonin is considered the spiritual heartland of elven culture. This prestige comes from the presence of the Sovyrian Stone that resides in Kyonin's capital, Iadara, and the accompanying magical gate that leads to the realm of Sovyrian. The threat of the returned Whispering Tyrant has led Queen Telandia Edasseril to open the borders of the nation to foreigners." ] }, { - "type": "pf2-h3", - "name": "Ilverani", + "type": "pf2-sidebar", + "page": 24, "source": "LOCG", - "page": 23, + "name": "Aquatic Elves", "entries": [ - "Living in the most hostile reaches of the Crown of the World, these elves are called \"snowcasters\" by almost all who know of them, as their traditions warn them to never share their true names with outsiders. Their name for themselves is Ilverani, derived from the name of their Mierani ancestors, who once resided in Mierani Forest. Ilverani are starkly marked by their frost-white skin and hair, as well as their affinity for blue clothes and silver armor. They live among elven ruins in the frozen wastes, holding an extreme religious reverence for the places they call home. For the most part, they are as cold and unyielding as the ice that surrounds them, willing to do good for others but seemingly incapable of behaving warmly to non-elves. The one exception are the Twilight Speakers, Ilverani who believe that reaching out to and befriending other peoples is a religious duty to their patron goddess, Findeladlara.", - "While many might wonder why a goddess of elven architecture\u2014and one known for her unwillingness to answer non-elves\u2014would encourage such behavior, this odd tradition stems from an aspect of elven history lost to most of Golarion. When Earthfall struck, many of the Mierani elves fled to Sovyrian, while others chose to escape underground. One group of elves, however, elected to stay on the surface for the express purpose of creating magical shelters to save as many other people as possible. The descendants of these elves eventually traveled north and became Ilverani. While they no longer need to build such elven shelters, helping others is still considered an honor to that legacy and thus to Findeladlara. That Ilverani as a whole are now so mistrusting of strangers may speak of some manner of great betrayal in the past, perhaps one connected to Findeladlara's refusal to accept the worship of non-elves.", - "Ilverani almost always have the {@ancestry elf||arctic elf heritage|arctic}. They often select the {@feat Unwavering Mien} ancestry feat, as their cold and emotionless demeanor provides a measure of protection against mental manipulation." + "Kin to terrestrial elves despite their incompatible environments, aquatic elves were once air-breathing elves who eventually adapted to life underwater due to their exposure to the sea. Much like Mordant Spire elves, aquatic elves consider themselves enemies of the alghollthus and fight to oppose the aberrations at every turn." ] }, { - "type": "pf2-h3", + "type": "pf2-sidebar", + "page": 25, + "source": "LOCG", "name": "Mualijae", + "entries": [ + "The Mualijae were once part of a powerful united kingdom, but the people split into three different nations in ancient times for reasons unknown.", + "{@indentFirst {@b Alijae:} Located in the northern Mwangi jungles, Alijae defend the elven ruins of Nagisa, the White City, for reasons unknown\u2014perhaps due to a darkness within the Alijae themselves.}", + "{@indentFirst {@b Ekujae:} Located in the west Mwangi jungles, the militant Ekujae serve as guardians of the forest, protecting magical sites and fighting a guerrilla war against the Aspis Consortium.}", + "{@indentFirst {@b Kallijae:} Located in the northwest Mwangi jungles, Kallijae have taken advantage of recent events to step up their offensives against the minions of the demon lord Angazhan.}" + ] + }, + { + "type": "pf2-sidebar", + "page": 26, "source": "LOCG", - "page": 24, + "name": "Jinin", "entries": [ - "Mualijae are jungle-dwelling elves who reside in the Mwangi Expanse, enigmas to most due to their dislike of trespassers. Guardians and stewards of their homelands, Mualijae were among those elves who did not depart Golarion during Earthfall, and their legends claim they remained behind to protect the world in the dark days to come. Whether these claims are true or not, Mualijae take their self-appointed stewardship very seriously, training themselves to stand ready to fight against anything that might threaten the world. Mualijae long ago split into three separate subgroups: Alijae, Ekujae, and Kallijae. Alijae are accustomed to the worst of the Mwangi's heat, with dark-brown skin and coily, dark-brown hair. Ekujae tend toward dark skin and eyes but are prone to individual variation from these norms, and are the Mualijae most likely to interact with outsiders. Kallijae have straighter hair than their kin and are seen only rarely outside their own lands. Mualijae elves have the dark skin and black hair of their human neighbors, and they usually possess jet-black eyes. Individual variations are common, however, such as rose-gold hair or glowing orange eyes. Fashion varies wildly between nations, but Mualijae tend to favor garb made from plants and wood, as well as natural materials such as bone, furs, and leathers. Most Mualijae cultures have some manner of taboos or customs around metal and gems, though these traditions likewise vary by nation.", - "Mualijae elves usually have the {@ancestry elf||woodland elf heritage|woodland}, though they might instead have the {@ancestry elf||seer elf|seer} or {@ancestry elf||whisper elf heritage|whisper}. They often select the {@feat Wildborn Magic|LOCG} feat to represent a mystic connection to their jungle surroundings." + "Some elves did not retreat to Sovyrian during Earthfall, but instead ventured into tunnels that led underground. While many of these elves pressed deeper into the earth, an elf named Jininsiel received a vision that the elves could find their new home by following the roots of a silver tree. Those elves who followed Jininsiel wandered for centuries below the earth, until finally discovering a thick vein of mithral that led them upward into Tian Xia. These elves adopted customs from their neighbors and founded the nation of Jinin." ] }, { - "type": "pf2-h3", - "name": "Spiresworn", + "type": "pf2-sidebar", + "page": 26, "source": "LOCG", - "page": 24, + "name": "The Forlorn", "entries": [ - "An offshoot of Aiudeen elves, Spiresworn are elves who reside within the Mordant Spire, a strange tower that grew in the place where the falling body of Acavna\u2014the Azlanti goddess of the moon and battle who died during Earthfall trying to defend her people\u2014had crashed into the earth. The tower whispered to them in a dead god's voice, and within these divine whispers, the Spiresworn found a calling. Now considering themselves the true heirs of Azlant, the elves settled in the Mordant Spire and cut themselves off from the rest of the world. After generations of this isolation, the elves of the Mordant Spire have become secretive and xenophobic, bizarre even to their former brethren. Often refusing to speak anything but Azlanti, they wear elaborate wooden masks whenever dealing with outsiders, and they often change the subject or stop speaking mid-sentence, cocking their heads as if listening to an inaudible voice. Beneath their masks, Spiresworn elves often have white hair and violet eyes; they have a wide range of skin tones, but their complexion is often ashen from a lack of light. Spiresworn rarely leave their island for any reason beyond patrolling Azlanti ruins, defending them from explorers seeking to claim ancient secrets. As a result, Spiresworn are rarely seen as adventurers. In recent years, however, some of these elves have found themselves grudgingly forced to work with others to face larger alghollthu threats, and thus they have been pulled into worldly affairs.", - "Spiresworn elves often have the {@ancestry elf||seer elf|seer} or {@ancestry elf||whisper elf heritage|whisper}, though those who remain within the Mordant Spire itself might have the {@ancestry elf||whisper elf heritage|whisper}. They commonly select the {@feat Unwavering Mien} or {@feat Otherworldly Magic} ancestry feat in order to represent their unusual connection to the Mordant Spire." + "While elves have a love of friendship and laughter, they are known to keep shorter-lived people at a carefully calculated distance, fearing the inevitable pain of watching a friend age and rapidly die. To live entirely among non-elves is considered a terrible fate, as an elf would see everyone they know and love wither away, only for the same tragedy to repeat less than a century later. For this reason, elves who live entirely among humans or other shorter-lived people are called Forlorn." ] }, + "Elves are an ancient people, heirs to a civilization founded in the depths of humanity's prehistory. Migrants from the elven realm of Sovyrian first came to Golarion through a magical gate that stretched between worlds, powered by an enormous crystal known as the Sovyrian Stone. At the height of their power, the elves clashed with the alien manipulators known as the alghollthus, and by extension the human empire that, wittingly or unwittingly, served the alghollthus' interests\u2014Azlant. When Azlant's defiance resulted in the alghollthus summoning the disaster of Earthfall, most of the elves departed the planet, traveling back to their homeland to escape the destruction.", + "Yet this was far from the end of the elves' involvement on Golarion. Not all elves left with their kin, some instead choosing to remain behind. Even the elves of Sovyrian still had their part to play in the planet's history. Sensing that something threatened the Sovyrian Stone and the magical portal that it powered, the elves began their return to Golarion in 2632 ar. They returned to find their former lands corrupted by the nascent demon lord Treerazer, who sought to corrupt the Sovyrian Stone into a portal to the Abyss. The resulting war between the elves and Treerazer left the demon confined to the Tanglebriar forest, defeated but still alive. With the battle against Treerazer fought to a hard-won standstill, the elves turned their attention to reclaiming their ancient holdings, and with it, their place upon Golarion.", + "Though elves can appear similar to humans at a first glance, they are as otherworldly and mercurial as their distant homeland, appearing approachable in one instant and incomprehensible in the next. Elves are usually tall and slender. Their eyes range across a spectrum of colors, with irises that are far larger than those of other humanoids; this usually makes it seem like elves have little or even no white in their eyes. Elves' natural lifespan is measured in centuries rather than decades, often leaving them unable to relate to the mindsets of shorter-lived peoples. While their love of music and beauty is well known by others, elves' love of freedom runs just as deep, and many elves feel uncomfortable telling others how to live their lives\u2014to the point that most elven states hesitate to demand military service or collective action from their citizens. Many human nations have felt betrayed by the lack of organized elven aid during a crisis, despite the help of individual elves, due to this misunderstanding of the elven viewpoint.", + "This love of freedom leads elves out into the world for a nigh-infinite number of reasons, making them a common sight among adventurers. Their long lifespans mean that even elves who have spent centuries in quiet contemplation might be drawn out from their homes due to exceptional events, or that an elf might find herself journeying to follow up on events that are fresh in her memory but long forgotten to others. Though elves often try to keep themselves distant from shorter-lived peoples, knowing that such friendships will inevitably bring grief, many wind up forging longlasting connections with traveling companions that can even carry down through generations.", { - "type": "pf2-h3", - "name": "Vourinoi", + "type": "pf2-h2", + "page": 22, + "name": "Elves of the Inner Sea", "source": "LOCG", - "page": 25, "entries": [ - "Elves of the desert oases of Osirion and nearby lands, Vourinoi are often unknown to any but those travelers and nomads who pass by a Vourinoi oasis, but the few who encounter these elves find them a gregarious and welcoming people. The oasis elves know how inimical to life their homes can be, and they eagerly welcome and mingle with travelers in need of water and shelter. Vourinoi learn almost from birth to be charming, eloquent, and hospitable, and when conflict arises, most would rather talk than fight. Vourinoi are easily identified by their rich brown skin and black hair, though individual elves might have vivid blue, green, or white hair.", - "Vourinoi consider themselves separate from the nations they occupy, and their friendliness belies a deep and fierce independence. Given their reputation for skill at both magic and desert warfare, the rulers of the desert lands have little desire to infringe upon the elves' homes. In addition, the Vourinoi consider themselves the sole stewards of their oases, and any attempt to control or corrupt the life-giving sites draws the elves' fury. Despite their love for their homes, Vourinoi also share a great sense of wanderlust, even by elven standards. Like their patron goddess Desna, the oasis elves delight in traveling where whim takes them and meeting new people, and many leave their homes to wander for many years before returning to their oasis. Vourinoi are especially fond of visiting their Mualijae cousins in the Mwangi Expanse, and vice versa.", - "Vourinoi have a loose relationship with gender, and many exist outside of binary gender or move among genders as their feelings take them, an identity they refer to as kala-shei, or, \"the dance.\" Many Vourinoi also believe in the elven philosophy known as the Brightness, a belief that their current life is but one in a series, and that upon death they are reincarnated as another creature. Searching for one's Brightness\u2014a beautiful, ecstatic moment of enlightenment leading them to a higher destiny\u2014is a common goal in their wanderings.", - "Vourinoi elves often have the {@ancestry elf||desert elf heritage|desert}. Their vibrant personalities and fluid philosophies often lead them to take the {@feat Elven Verve|LOCG} feat." + "Elves' longevity means that their cultures remain stable over time, leading to a larger consolidation of elven ethnicities across the Inner Sea region. Elven societies that have been separated for thousands of years can still communicate with each other in the Elven language, with only minor difficulty. Within these broad ethnicities, however, is countless variation, fueled by the elven love of selfexpression and freedom. Elves also develop a powerful connection to their surroundings, and elves who live in an area for long enough are known to slowly shift in appearance to take on aspects of their environment. As a result, elves of any ethnicity are prone to unusual features of all kinds, from white or lavender hair to bright gold eyes.", + "While the elven idea of ethnicity closely matches that of humans, one important aspect of it is often lost on non-elven peoples. A number of elves\u2014including the ancestors of the Mualijae, Ilverani, and Vourinoi elves\u2014did not depart Golarion during Earthfall, while the ancestors of the Aiudeen and Spiresworn elves left for the land of Sovyrian. Though the elves of Sovyrian returned centuries ago, they are in some ways considered newcomers by themselves and their kin, still tied to an ancient and distant homeland on another world. In contrast, those elves who stayed behind during Earthfall and suffered alongside the planet during its darkest hour now consider themselves true children of Golarion.", + { + "type": "pf2-h3", + "name": "Aiudeen", + "source": "LOCG", + "page": 23, + "entries": [ + "Also known as \"returners,\" Aiudeen are the most common elven ethnicity found in the Inner Sea region, mainly concentrated in the elven nation of Kyonin. These elves are the descendants of the elves who left Golarion when Earthfall struck, and they still guard the massive portal to their refuge of Sovyrian, along with the Sovyrian Stone that powers the gate. Aiudeen are also known for making use of a network of smaller portals, known as aiudara, that connect to gates in distant parts of Golarion. To most Inner Sea residents, all elven culture is Aiudeen culture, filled with glamorous clothing, arcane prowess, and elegant twisting architecture. Yet though Aiudeen culture is highly sophisticated, it has historically been in decline since the elves returned, as Aiudeen struggle to reclaim what they once held and defend what they've managed to reclaim. With major changes on the horizon, many Aiudeen seek to look to the future instead of to the past, opening their ancestral homes to outsiders and reaching out to interact with their neighbors.", + "Most Aiudeen have the {@ancestry elf||ancient elf|ancient|locg}, {@ancestry elf||whisper elf|whisper}, or {@ancestry elf||woodland elf heritage|woodland}, though due to the elves' ability to adapt to their environments, they could manifest any heritage." + ] + }, + { + "type": "pf2-h3", + "name": "Ilverani", + "source": "LOCG", + "page": 23, + "entries": [ + "Living in the most hostile reaches of the Crown of the World, these elves are called \"snowcasters\" by almost all who know of them, as their traditions warn them to never share their true names with outsiders. Their name for themselves is Ilverani, derived from the name of their Mierani ancestors, who once resided in Mierani Forest. Ilverani are starkly marked by their frost-white skin and hair, as well as their affinity for blue clothes and silver armor. They live among elven ruins in the frozen wastes, holding an extreme religious reverence for the places they call home. For the most part, they are as cold and unyielding as the ice that surrounds them, willing to do good for others but seemingly incapable of behaving warmly to non-elves. The one exception are the Twilight Speakers, Ilverani who believe that reaching out to and befriending other peoples is a religious duty to their patron goddess, Findeladlara.", + "While many might wonder why a goddess of elven architecture\u2014and one known for her unwillingness to answer non-elves\u2014would encourage such behavior, this odd tradition stems from an aspect of elven history lost to most of Golarion. When Earthfall struck, many of the Mierani elves fled to Sovyrian, while others chose to escape underground. One group of elves, however, elected to stay on the surface for the express purpose of creating magical shelters to save as many other people as possible. The descendants of these elves eventually traveled north and became Ilverani. While they no longer need to build such elven shelters, helping others is still considered an honor to that legacy and thus to Findeladlara. That Ilverani as a whole are now so mistrusting of strangers may speak of some manner of great betrayal in the past, perhaps one connected to Findeladlara's refusal to accept the worship of non-elves.", + "Ilverani almost always have the {@ancestry elf||arctic elf heritage|arctic}. They often select the {@feat Unwavering Mien} ancestry feat, as their cold and emotionless demeanor provides a measure of protection against mental manipulation." + ] + }, + { + "type": "pf2-h3", + "name": "Mualijae", + "source": "LOCG", + "page": 24, + "entries": [ + "Mualijae are jungle-dwelling elves who reside in the Mwangi Expanse, enigmas to most due to their dislike of trespassers. Guardians and stewards of their homelands, Mualijae were among those elves who did not depart Golarion during Earthfall, and their legends claim they remained behind to protect the world in the dark days to come. Whether these claims are true or not, Mualijae take their self-appointed stewardship very seriously, training themselves to stand ready to fight against anything that might threaten the world. Mualijae long ago split into three separate subgroups: Alijae, Ekujae, and Kallijae. Alijae are accustomed to the worst of the Mwangi's heat, with dark-brown skin and coily, dark-brown hair. Ekujae tend toward dark skin and eyes but are prone to individual variation from these norms, and are the Mualijae most likely to interact with outsiders. Kallijae have straighter hair than their kin and are seen only rarely outside their own lands. Mualijae elves have the dark skin and black hair of their human neighbors, and they usually possess jet-black eyes. Individual variations are common, however, such as rose-gold hair or glowing orange eyes. Fashion varies wildly between nations, but Mualijae tend to favor garb made from plants and wood, as well as natural materials such as bone, furs, and leathers. Most Mualijae cultures have some manner of taboos or customs around metal and gems, though these traditions likewise vary by nation.", + "Mualijae elves usually have the {@ancestry elf||woodland elf heritage|woodland}, though they might instead have the {@ancestry elf||seer elf|seer} or {@ancestry elf||whisper elf heritage|whisper}. They often select the {@feat Wildborn Magic|LOCG} feat to represent a mystic connection to their jungle surroundings." + ] + }, + { + "type": "pf2-h3", + "name": "Spiresworn", + "source": "LOCG", + "page": 24, + "entries": [ + "An offshoot of Aiudeen elves, Spiresworn are elves who reside within the Mordant Spire, a strange tower that grew in the place where the falling body of Acavna\u2014the Azlanti goddess of the moon and battle who died during Earthfall trying to defend her people\u2014had crashed into the earth. The tower whispered to them in a dead god's voice, and within these divine whispers, the Spiresworn found a calling. Now considering themselves the true heirs of Azlant, the elves settled in the Mordant Spire and cut themselves off from the rest of the world. After generations of this isolation, the elves of the Mordant Spire have become secretive and xenophobic, bizarre even to their former brethren. Often refusing to speak anything but Azlanti, they wear elaborate wooden masks whenever dealing with outsiders, and they often change the subject or stop speaking mid-sentence, cocking their heads as if listening to an inaudible voice. Beneath their masks, Spiresworn elves often have white hair and violet eyes; they have a wide range of skin tones, but their complexion is often ashen from a lack of light. Spiresworn rarely leave their island for any reason beyond patrolling Azlanti ruins, defending them from explorers seeking to claim ancient secrets. As a result, Spiresworn are rarely seen as adventurers. In recent years, however, some of these elves have found themselves grudgingly forced to work with others to face larger alghollthu threats, and thus they have been pulled into worldly affairs.", + "Spiresworn elves often have the {@ancestry elf||seer elf|seer} or {@ancestry elf||whisper elf heritage|whisper}, though those who remain within the Mordant Spire itself might have the {@ancestry elf||whisper elf heritage|whisper}. They commonly select the {@feat Unwavering Mien} or {@feat Otherworldly Magic} ancestry feat in order to represent their unusual connection to the Mordant Spire." + ] + }, + { + "type": "pf2-h3", + "name": "Vourinoi", + "source": "LOCG", + "page": 25, + "entries": [ + "Elves of the desert oases of Osirion and nearby lands, Vourinoi are often unknown to any but those travelers and nomads who pass by a Vourinoi oasis, but the few who encounter these elves find them a gregarious and welcoming people. The oasis elves know how inimical to life their homes can be, and they eagerly welcome and mingle with travelers in need of water and shelter. Vourinoi learn almost from birth to be charming, eloquent, and hospitable, and when conflict arises, most would rather talk than fight. Vourinoi are easily identified by their rich brown skin and black hair, though individual elves might have vivid blue, green, or white hair.", + "Vourinoi consider themselves separate from the nations they occupy, and their friendliness belies a deep and fierce independence. Given their reputation for skill at both magic and desert warfare, the rulers of the desert lands have little desire to infringe upon the elves' homes. In addition, the Vourinoi consider themselves the sole stewards of their oases, and any attempt to control or corrupt the life-giving sites draws the elves' fury. Despite their love for their homes, Vourinoi also share a great sense of wanderlust, even by elven standards. Like their patron goddess Desna, the oasis elves delight in traveling where whim takes them and meeting new people, and many leave their homes to wander for many years before returning to their oasis. Vourinoi are especially fond of visiting their Mualijae cousins in the Mwangi Expanse, and vice versa.", + "Vourinoi have a loose relationship with gender, and many exist outside of binary gender or move among genders as their feelings take them, an identity they refer to as kala-shei, or, \"the dance.\" Many Vourinoi also believe in the elven philosophy known as the Brightness, a belief that their current life is but one in a series, and that upon death they are reincarnated as another creature. Searching for one's Brightness\u2014a beautiful, ecstatic moment of enlightenment leading them to a higher destiny\u2014is a common goal in their wanderings.", + "Vourinoi elves often have the {@ancestry elf||desert elf heritage|desert}. Their vibrant personalities and fluid philosophies often lead them to take the {@feat Elven Verve|LOCG} feat." + ] + } ] } ] - }, - { - "type": "pf2-sidebar", - "page": 26, - "source": "LOCG", - "name": "Jinin", - "entries": [ - "Some elves did not retreat to Sovyrian during Earthfall, but instead ventured into tunnels that led underground. While many of these elves pressed deeper into the earth, an elf named Jininsiel received a vision that the elves could find their new home by following the roots of a silver tree. Those elves who followed Jininsiel wandered for centuries below the earth, until finally discovering a thick vein of mithral that led them upward into Tian Xia. These elves adopted customs from their neighbors and founded the nation of Jinin." - ] - }, - { - "type": "pf2-sidebar", - "page": 26, - "source": "LOCG", - "name": "The Forlorn", - "entries": [ - "While elves have a love of friendship and laughter, they are known to keep shorter-lived people at a carefully calculated distance, fearing the inevitable pain of watching a friend age and rapidly die. To live entirely among non-elves is considered a terrible fate, as an elf would see everyone they know and love wither away, only for the same tragedy to repeat less than a century later. For this reason, elves who live entirely among humans or other shorter-lived people are called Forlorn." - ] } ], "heritageInfo": [ diff --git a/data/ancestries/ancestry-fleshwarp.json b/data/ancestries/ancestry-fleshwarp.json index 2ed630ebd5..aea89f9faf 100644 --- a/data/ancestries/ancestry-fleshwarp.json +++ b/data/ancestries/ancestry-fleshwarp.json @@ -5,23 +5,18 @@ "source": "LOAG", "page": 88, "rarity": "Rare", - "hp": 8, + "hp": 10, "size": "Medium or Small", "speed": { "walk": 25 }, "boosts": [ - "Dexterity", - "Intelligence", + "Constitution", "Free" ], - "flaw": [ - "Charisma" - ], "languages": [ "{@language Common}", - "{@language Androffan|loag}", - "Additional languages equal to your Intelligence modifier (if positive). Choose from {@language Abyssal}, {@language Celestial}, {@language Draconic}, {@language Dwarven}, {@language Undercommon}, {@language Utopian|Bst}, and any other languages to which you have access (such as the languages prevalent in your region)." + "Additional languages equal to your Intelligence modifier (if positive). Choose from {@language Aklo}, {@language Draconic}, {@language Dwarven}, {@language Elven}, {@language Goblin}, {@language Undercommon}, and any other languages to which you have access (such as the languages prevalent in your region)." ], "traits": [ "Aberration", diff --git a/data/ancestries/ancestry-gnome.json b/data/ancestries/ancestry-gnome.json index 6e664d91be..2202d2c0d4 100644 --- a/data/ancestries/ancestry-gnome.json +++ b/data/ancestries/ancestry-gnome.json @@ -129,161 +129,172 @@ ] }, { - "type": "pf2-sidebar", - "page": 28, - "source": "LOCG", - "name": "First World Gnomes", - "entries": [ - "Hundreds of generations and nearly 10,000 years separate Material Plane gnomes from their First World homeland, yet many gnomes remained in the fey realm. There they have retained an especially strong primal connection and are themselves fey\u2014they constitute one of the most numerous and adaptable of the First World's residents. Whereas on that plane they can be reborn again and again, on the Material Plane they are at risk of permanent death\u2014a fact that perturbs them as much as their alien and immutable surroundings." - ] - }, - { - "type": "entriesOtherSource", - "page": 28, - "source": "LOCG", - "entries": [ - "Millennia ago, gnomes were among the many fey creatures cavorting about the First World, a realm of abundant light, life, and remorseless fancy. However, a long-forgotten event led to many gnomes' fleeing from their ancestral home. Banished to a world bound by cause and effect and physical limitations, the gnomes of Golarion struggled to adapt\u2014not just to find food and shelter, but to retain their identity and supernatural grip on life. With their connection to the First World severed, gnomes began withering slowly, bleeding their color, curiosity, and vitality in a process known as the Bleaching. Only by engaging in new and wondrous experiences can gnomes sustain their minds and stave off this ancestral curse, recapturing just enough of the whimsy of their lost homeland to survive\u2014and even thrive.", - "Although the Material Plane initially seemed lethally drab by comparison to the First World, gnomes have adapted to their new environment. In addition to their natural curiosity and creativity driving them to explore every possible niche available, gnome infants form innate connections to the supernatural features that suffuse their surroundings. Like dry sponges, gnomes absorb elements of arcane, divine, occult, or primal magic, partially filling the voids left from the absence of their connection to the First World. These energies also shape a young gnome's features, coloration, personality, and innate magic, often causing children to diverge dramatically from their parents' natures based on where they grew up. Thanks to gnomes' penchants for traveling, the majority of any gnome community can share a number of physiological traits while still having a motley assortment of appearances. Individual gnomes' appearance span the full range of human eye, skin, and hair colorations and beyond, including shades of green, blue, pink, purple, and other hues. The color of these features are most vibrant early in a gnome's life, growing slightly more subdued with age.", - "The need for novelty drives many of a gnome's actions. Periods of idleness are harmless and even refreshing, yet weeks, months, or years without some goal, project, or other stimulus to fuel a gnome's imagination leaves them vulnerable to the dreaded Bleaching. Whereas on the First World, any energy lost would quickly be replaced by that plane's ubiquitous wonders, on the Material Plane, a gnome's innate magic gradually seeps into their surroundings in a losing battle, much as a warm body inevitably loses heat in cold weather. Most gnomes can't perceive this transfer as anything other than additional anxiety or stress. Engagement and activity cause a gnome to generate enough magic to counteract this loss, but once a gnome's succumbed too far, the final stages of the Bleaching drain their remaining color over a span of several years. The process is painful and typically lethal, though a tiny fraction survives to become so-called Bleachlings, strangely calm and pale gnomes that most other gnomes view with fearful respect.", - "Thanks to their natural curiosity, sharp senses, stubborn resourcefulness, and sheer tenacity, gnomes make natural adventurers who thrive in a variety of roles. Combined with their long lifespans, gnomes often accumulate an eclectic array of semipractical skills that can prove unexpectedly useful, and few develop the same depths of expertise in esoteric subjects as gnomes." - ] - }, - { - "type": "pf2-sidebar", - "page": 29, - "source": "LOCG", - "name": "Spriggans", - "entries": [ - "In the earliest days of their exile, some gnomes didn't just fight their draining magic; they actively siphoned their environment's magic\u2014absorbing even local curses and corruption. After generations of such vampirism, these so-called spriggans have become bitter and territorial, convinced that these are the necessary steps for survival in a harsh and alien world. For this reason, gnomes call spriggans the Lonely Ones." - ] - }, - { - "type": "pf2-sidebar", - "page": 29, - "source": "LOCG", - "name": "Svirfneblins", - "entries": [ - "Gnomes are not the only fey to have reached the Material Plane. Among the exiled gnomes, those that became svirfneblins\u2014also known as deep gnomes\u2014saw old enemies like gremlins, redcaps, bogeymen, and worse infest the underground realms. Rather than let these tricksters run rampant, some gnomes followed deep below the earth. Svirfneblins stave off the Bleaching by focusing on a different obsession: stewardship of their subterranean home." - ] - }, - { - "type": "pf2-sidebar", - "page": 30, - "source": "LOCG", - "name": "Gnome Enclaves", - "entries": [ - "Due to their haphazard diaspora from the First World and a drive to explore, gnomes have dispersed widely. Populations gravitate to wherever there are exciting opportunities, powerful sources of supernatural energy, or both. The following pages describe popular gnome enclaves." - ] - }, - { - "type": "pf2-sidebar", - "page": 30, - "source": "LOCG", - "name": "Brastlewark", + "type": "pf2-h3", + "page": 432, + "source": "CRB", + "name": "Gnomes", "entries": [ - "Believed one of the largest gnome settlements on Golarion, Brastlewark in eastern Cheliax is home to thousands of alchemists, engineers, inventors, and scientists. The restless ingenuity causes Brastlewark's architecture to change a little every day, reinventing the city's skyline every few years. Although Chelaxian officials view Brastlewark with some disdain, the city is a prodigious exporter of spell components, alchemical tools, and potions." + "The first gnomes arrived on Golarion at some point after Earthfall from the otherworldly dimension known as the First World, fleeing a terror whose nature few can recall. Since that time, gnomes have transitioned fully to creatures of the Material Plane, although they all live in fear of the life-threatening condition known as Bleaching. Feychild gnomes are the most widespread. Glimmer gnomes retain a stronger tie to the First World, while others known as fell gnomes have embraced the darker traditions of their fey heritage. Keenspark gnomes (jokingly referred to as \"sour gnomes\") seek to avoid the Bleaching by exploring new innovations rather than seeking new experiences or exploring the world." ] }, { "type": "pf2-h2", + "name": "Gnomes", "page": 28, - "name": "Gnomes of the Inner Sea", + "collapsible": true, "source": "LOCG", "entries": [ - "Gnomes do not have traditional ethnicities as humans might categorize them. The prevailing magical forces of an area shape gnomes' appearances and dispositions as much as conventional genetics do. As a result, a region's gnomes drift toward common traits that are largely independent of actual lineage. In some cases, these shared features happen to overlap closely with those of other major humanoid populations\u2014for example, the gnomes of Katapesh and Nex tend to have skin and hair reminiscent of their Keleshite and Garundi neighbors\u2014while in others, gnomes' bright features or uncommon complexions set them apart from everyone else.", - "Gnomes' penchant for experimentation and innovation also means their culture is constantly changing. Cherished traditions are as likely to be centuries old as they are to have been fashioned the previous year, and the shifting of a settlement's composition regularly upsets any academic understanding of that population's customs. What's more, gnomes often adopt local conventions, often for the simple reason of bringing variety to their own routines. Even so, there are just enough cultural similarities among gnomes of common backgrounds that they can still be categorized into ethnographic groups: fell gnomes, Feychild gnomes, glimmer gnomes, and Keenspark gnomes.", - "Nearly every gnome's top priority is staving off the Bleaching. This survivalist urge is less an immediate goal as it is an inspiration for how gnomes approach their lives. Many seek out the most wondrous experiences they can, periodically uprooting and pursuing some exciting opportunity in another land. Other gnomes find depth and meaning in a craft, study, or profession, ever seeking new discoveries and minutiae to keep their minds engaged. There's an irony that gnomes often relish particularly dangerous jobs as a way of staying in good health. This often drives gnomes to become adventurers, not just to overcome constant danger, but also to see new lands and meet eclectic companions.", - "Unlike halflings, who often blend into other societies, gnomes thrive when standing out, from attracting the type of trouble that makes for a good story later to establishing credentials so that they may be recognized for their achievements. As a result, gnomes are often polarizing. A magnet for mischief might be endearing to some but frustrating to others, and tales of gnome tricksters both capture the imagination and fuel misconceptions held by members of other ancestries. Dwarves are often quick to view gnome behaviors\u2014particularly the iconoclastic antics of Feychild gnomes\u2014as a threat to dwarven traditions, even while dwarves and gnomes often bond over their shared adoration of good craftsmanship. Elves' shared longevity and appreciation for the natural world often help them connect with gnomes. Because halflings, half-orcs, half-elves, and goblins lack true homelands of their own, gnomes often find common ground with these peoples while exploring the world, discovering niches where they can thrive and adopting trusted comrades as surrogate families.", { - "type": "pf2-h3", - "name": "Bleachlings", + "type": "pf2-sidebar", + "page": 28, + "source": "LOCG", + "name": "First World Gnomes", + "entries": [ + "Hundreds of generations and nearly 10,000 years separate Material Plane gnomes from their First World homeland, yet many gnomes remained in the fey realm. There they have retained an especially strong primal connection and are themselves fey\u2014they constitute one of the most numerous and adaptable of the First World's residents. Whereas on that plane they can be reborn again and again, on the Material Plane they are at risk of permanent death\u2014a fact that perturbs them as much as their alien and immutable surroundings." + ] + }, + { + "type": "pf2-sidebar", "page": 29, "source": "LOCG", + "name": "Spriggans", "entries": [ - "Those gnomes with the debatable fortune to survive the Bleaching awaken as Bleachlings, pale reflections of their former selves drained of color and strong emotion. Despite the fearful stigma that most gnomes have for Bleachlings, the latter seem utterly at peace with their new condition. If anything, Bleachlings are attuned to nature in a way that exceeds their brethren's natural affinity, speaking to animals with ease and reaching a magical equilibrium with their surroundings." + "In the earliest days of their exile, some gnomes didn't just fight their draining magic; they actively siphoned their environment's magic\u2014absorbing even local curses and corruption. After generations of such vampirism, these so-called spriggans have become bitter and territorial, convinced that these are the necessary steps for survival in a harsh and alien world. For this reason, gnomes call spriggans the Lonely Ones." ] }, { - "type": "pf2-h3", - "name": "Fell Gnomes", + "type": "pf2-sidebar", "page": 29, "source": "LOCG", + "name": "Svirfneblins", "entries": [ - "While light and laughter suffuse much of the First World, the plane is also home to more sinister fey of blood, spite, and shadows. When gnomes come of age near an area of darker magical forces, their physiology seems to absorb some of these foreboding elements as if activating some recessive genes. Known as fell gnomes, these children boast eerily exaggerated features, such as spindly fingers, too-wide grins, and exaggerated eyes. Fell gnomes also tend to favor dark humor that thoroughly disquiets bystanders, particularly when combined with chilling magic that shatters preconceptions that gnomes are inherently bright creatures.", - "Though fell gnomes are not intrinsically cruel or morose, many enjoy leveraging their disquieting characteristics in social settings. To this end, fell gnomes often favor darker colors, asymmetrical clothing, and imposing garments. Fell gnomes often reside near occult nexuses, such as those found in Cheliax, Druma, and Ustalav.", - "Fell gnomes often have the umbral gnome or wellspring gnome (occult) heritage, though the sensate gnome and chameleon gnome heritages are also common." + "Gnomes are not the only fey to have reached the Material Plane. Among the exiled gnomes, those that became svirfneblins\u2014also known as deep gnomes\u2014saw old enemies like gremlins, redcaps, bogeymen, and worse infest the underground realms. Rather than let these tricksters run rampant, some gnomes followed deep below the earth. Svirfneblins stave off the Bleaching by focusing on a different obsession: stewardship of their subterranean home." ] }, { - "type": "pf2-h3", - "name": "Feychild Gnomes", + "type": "pf2-sidebar", "page": 30, "source": "LOCG", + "name": "Gnome Enclaves", "entries": [ - "Most numerous of the gnomes, Feychild gnomes also have the strongest connection to their ancestral homeland, the First World. Having developed a bond to a mighty natural feature or primal source, these gnomes are the most likely to display naturally bright and fantastic features\u2014including bright hair and eyes that include yellow, green, orange, blue, and pink hues, among others\u2014and tend toward tan, pale, or green skin.", - "Despite having the most natural magical foundation, these gnomes' fey connection is considered the least stable and most in need of stimulus. As a result, Feychild gnomes are often capricious and emotive, regularly seeking new experiences, playing pranks, and fueling countless gnome stereotypes. However, their intense First World connection also often grants Feychild gnomes a rapport with animals and plants, ensuring they never want for friends. Elves usually respect these gnomes' fey aspect, albeit often through a somewhat paternalistic lens.", - "Feychild gnomes are most common in Andoran, the Lands of the Linnorm Kings, the Mwangi Expanse, and the River Kingdoms. Feychild gnomes frequently have the fey-touched gnome heritage, though some gnomes express their connection to the First World with the chameleon gnome, sensate gnome, or vivacious gnome heritages." + "Due to their haphazard diaspora from the First World and a drive to explore, gnomes have dispersed widely. Populations gravitate to wherever there are exciting opportunities, powerful sources of supernatural energy, or both. The following pages describe popular gnome enclaves." ] }, { - "type": "pf2-h3", - "name": "Glimmer Gnomes", + "type": "pf2-sidebar", "page": 30, "source": "LOCG", + "name": "Brastlewark", "entries": [ - "Golarion is a tapestry of divine scars where the gods have made their marks through cataclysms and miracles, and these sites retain a magical resonance that shapes nearby gnome populations. This world-shattering power combines with gnomes' ancestral First World origins to grant the gnomes a degree of influence over existence itself. These glimmer gnomes (a corruption of the original name \"glamour gnomes\") possess a natural talent for illusion and reality-warping magic, sometimes causing bystanders to mistake them for godlings\u2014or members of the Eldest\u2014in their own right. It's an easy mistake to make, given these gnomes' slightly translucent hair that seems to glow in the light and the warm, metallic irises of their eyes. Most perturbing of all, though, is a glimmer gnome's penchant for appearing and disappearing unpredictably, like mischievous tricksters who always seem to emerge or vanish at the most advantageous times.", - "Glimmer gnomes are most common where there are powerful religious connections. Small groups are associated with Nidal's obedience to Zon-Kuthon, Osirion's reverence of Nethys, and Casmaron's accursed Pit of Gormuz where Rovagug is sealed. A significant population of these gnomes have ties to Absalom's Starstone Cathedral, where their population is evenly split between gnomes who play up their divinely inspired origins through extravagant clothing and those who resent visitors' fawning admiration and dress to avoid undue attention.", - "Many glimmer gnomes have the chameleon gnome, vivacious gnome, or wellspring gnome (divine) heritage." + "Believed one of the largest gnome settlements on Golarion, Brastlewark in eastern Cheliax is home to thousands of alchemists, engineers, inventors, and scientists. The restless ingenuity causes Brastlewark's architecture to change a little every day, reinventing the city's skyline every few years. Although Chelaxian officials view Brastlewark with some disdain, the city is a prodigious exporter of spell components, alchemical tools, and potions." ] }, { - "type": "pf2-h3", - "name": "Keenspark Gnomes", + "type": "pf2-sidebar", "page": 31, "source": "LOCG", + "name": "Finderplain", "entries": [ - "Some gnomes aren't content to soak in the world's wonders; they possess an especially strong drive to create their own. Dedicated to innovation, Keenspark gnomes regularly prod at the edges of reality and possibility alike, not only inventing strange devices and pioneering new magical theories, but also challenging long-held beliefs and religious assumptions. As a result, these iconoclasts and innovators are the gnomes most likely to come across as perfectionistic, dismissive, controlling, or outright irritating, leading to their gnome kin jokingly referring to them as \"sour gnomes.\" However, their knowledge is a boon in a wide variety of fields, and Keenspark gnomes are among the foremost wizards, engineers, philosophers, and craftspeople.", - "Compared to their colorful kin, Keenspark gnomes have comparably drab skin, hair, and eye coloration that closely mirrors common human hues. These gnomes are most common in areas of intense arcane innovation or utter eldritch devastation. As a result, Nex and the Mana Wastes are home to substantial populations of Keenspark gnomes, particularly in Quantium's laboratories. Likewise, Absalom's arcane universities attract and shape a healthy Keenspark population. Perhaps more oddly, Rahadoum's small gnome population is overwhelmingly Keenspark in nature, perhaps due to the country's longstanding rebuke of divine influence.", - "Keenspark gnomes usually have the wellspring gnome (arcane) heritage, though some who work in fields that favor the senses instead have the sensate gnome heritage." + "In southwestern Katapesh stands eclectic Finderplain, a centuries-old settlement whose population is almost entirely transient, with few residents remaining for more than a few months. The town serves as a way point for caravans, and the constant change delights the predominantly gnome population while the influx of goods fuels myriad expeditions to a variety of desert sites." + ] + }, + { + "type": "pf2-sidebar", + "page": 31, + "source": "LOCG", + "name": "Irrere", + "entries": [ + "This small town and the nearby Shay Citadels do not welcome non-gnomes. In large part this is because the site is the refuge for Bleachlings and those suffering the Bleaching, the latter often seeking ways to resist and understand their affliction. Equally significant, though, is the citadels' penchant for phasing from reality to sites unknown, and when these structures return, all but the Bleachlings have disappeared." + ] + }, + { + "type": "pf2-sidebar", + "page": 32, + "source": "LOCG", + "name": "Nex", + "entries": [ + "This nation is a hub of magical innovations, alchemical discoveries, and arcane sciences, and even the eccentricities that many gnomes exhibit are but drops in an ocean of local oddity. The capital Quantium has a large gnome population, attracting many immigrants to study at its universities. There gnomes can also interact with a host of strange golems, elementals, genies, and other outsiders from across the Great Beyond, who often lure these gnomes off on extraplanar adventures." + ] + }, + { + "type": "pf2-sidebar", + "page": 33, + "source": "LOCG", + "name": "Wispil", + "entries": [ + "Protected by the Treaty of the Wildwood that grants the Verduran Forest its autonomy in exchange for limited woodcutting, Wispil is a town that supplies the Taldan navy with essential timber and is inhabited mostly by gnomes. Despite its relative isolation, the inhabitants are avid opera fans and cultural connoisseurs. The town works closely with local druids, and gnomes here often learn to command primal magic of their own." + ] + }, + "Millennia ago, gnomes were among the many fey creatures cavorting about the First World, a realm of abundant light, life, and remorseless fancy. However, a long-forgotten event led to many gnomes' fleeing from their ancestral home. Banished to a world bound by cause and effect and physical limitations, the gnomes of Golarion struggled to adapt\u2014not just to find food and shelter, but to retain their identity and supernatural grip on life. With their connection to the First World severed, gnomes began withering slowly, bleeding their color, curiosity, and vitality in a process known as the Bleaching. Only by engaging in new and wondrous experiences can gnomes sustain their minds and stave off this ancestral curse, recapturing just enough of the whimsy of their lost homeland to survive\u2014and even thrive.", + "Although the Material Plane initially seemed lethally drab by comparison to the First World, gnomes have adapted to their new environment. In addition to their natural curiosity and creativity driving them to explore every possible niche available, gnome infants form innate connections to the supernatural features that suffuse their surroundings. Like dry sponges, gnomes absorb elements of arcane, divine, occult, or primal magic, partially filling the voids left from the absence of their connection to the First World. These energies also shape a young gnome's features, coloration, personality, and innate magic, often causing children to diverge dramatically from their parents' natures based on where they grew up. Thanks to gnomes' penchants for traveling, the majority of any gnome community can share a number of physiological traits while still having a motley assortment of appearances. Individual gnomes' appearance span the full range of human eye, skin, and hair colorations and beyond, including shades of green, blue, pink, purple, and other hues. The color of these features are most vibrant early in a gnome's life, growing slightly more subdued with age.", + "The need for novelty drives many of a gnome's actions. Periods of idleness are harmless and even refreshing, yet weeks, months, or years without some goal, project, or other stimulus to fuel a gnome's imagination leaves them vulnerable to the dreaded Bleaching. Whereas on the First World, any energy lost would quickly be replaced by that plane's ubiquitous wonders, on the Material Plane, a gnome's innate magic gradually seeps into their surroundings in a losing battle, much as a warm body inevitably loses heat in cold weather. Most gnomes can't perceive this transfer as anything other than additional anxiety or stress. Engagement and activity cause a gnome to generate enough magic to counteract this loss, but once a gnome's succumbed too far, the final stages of the Bleaching drain their remaining color over a span of several years. The process is painful and typically lethal, though a tiny fraction survives to become so-called Bleachlings, strangely calm and pale gnomes that most other gnomes view with fearful respect.", + "Thanks to their natural curiosity, sharp senses, stubborn resourcefulness, and sheer tenacity, gnomes make natural adventurers who thrive in a variety of roles. Combined with their long lifespans, gnomes often accumulate an eclectic array of semipractical skills that can prove unexpectedly useful, and few develop the same depths of expertise in esoteric subjects as gnomes.", + { + "type": "pf2-h2", + "page": 28, + "name": "Gnomes of the Inner Sea", + "source": "LOCG", + "entries": [ + "Gnomes do not have traditional ethnicities as humans might categorize them. The prevailing magical forces of an area shape gnomes' appearances and dispositions as much as conventional genetics do. As a result, a region's gnomes drift toward common traits that are largely independent of actual lineage. In some cases, these shared features happen to overlap closely with those of other major humanoid populations\u2014for example, the gnomes of Katapesh and Nex tend to have skin and hair reminiscent of their Keleshite and Garundi neighbors\u2014while in others, gnomes' bright features or uncommon complexions set them apart from everyone else.", + "Gnomes' penchant for experimentation and innovation also means their culture is constantly changing. Cherished traditions are as likely to be centuries old as they are to have been fashioned the previous year, and the shifting of a settlement's composition regularly upsets any academic understanding of that population's customs. What's more, gnomes often adopt local conventions, often for the simple reason of bringing variety to their own routines. Even so, there are just enough cultural similarities among gnomes of common backgrounds that they can still be categorized into ethnographic groups: fell gnomes, Feychild gnomes, glimmer gnomes, and Keenspark gnomes.", + "Nearly every gnome's top priority is staving off the Bleaching. This survivalist urge is less an immediate goal as it is an inspiration for how gnomes approach their lives. Many seek out the most wondrous experiences they can, periodically uprooting and pursuing some exciting opportunity in another land. Other gnomes find depth and meaning in a craft, study, or profession, ever seeking new discoveries and minutiae to keep their minds engaged. There's an irony that gnomes often relish particularly dangerous jobs as a way of staying in good health. This often drives gnomes to become adventurers, not just to overcome constant danger, but also to see new lands and meet eclectic companions.", + "Unlike halflings, who often blend into other societies, gnomes thrive when standing out, from attracting the type of trouble that makes for a good story later to establishing credentials so that they may be recognized for their achievements. As a result, gnomes are often polarizing. A magnet for mischief might be endearing to some but frustrating to others, and tales of gnome tricksters both capture the imagination and fuel misconceptions held by members of other ancestries. Dwarves are often quick to view gnome behaviors\u2014particularly the iconoclastic antics of Feychild gnomes\u2014as a threat to dwarven traditions, even while dwarves and gnomes often bond over their shared adoration of good craftsmanship. Elves' shared longevity and appreciation for the natural world often help them connect with gnomes. Because halflings, half-orcs, half-elves, and goblins lack true homelands of their own, gnomes often find common ground with these peoples while exploring the world, discovering niches where they can thrive and adopting trusted comrades as surrogate families.", + { + "type": "pf2-h3", + "name": "Bleachlings", + "page": 29, + "source": "LOCG", + "entries": [ + "Those gnomes with the debatable fortune to survive the Bleaching awaken as Bleachlings, pale reflections of their former selves drained of color and strong emotion. Despite the fearful stigma that most gnomes have for Bleachlings, the latter seem utterly at peace with their new condition. If anything, Bleachlings are attuned to nature in a way that exceeds their brethren's natural affinity, speaking to animals with ease and reaching a magical equilibrium with their surroundings." + ] + }, + { + "type": "pf2-h3", + "name": "Fell Gnomes", + "page": 29, + "source": "LOCG", + "entries": [ + "While light and laughter suffuse much of the First World, the plane is also home to more sinister fey of blood, spite, and shadows. When gnomes come of age near an area of darker magical forces, their physiology seems to absorb some of these foreboding elements as if activating some recessive genes. Known as fell gnomes, these children boast eerily exaggerated features, such as spindly fingers, too-wide grins, and exaggerated eyes. Fell gnomes also tend to favor dark humor that thoroughly disquiets bystanders, particularly when combined with chilling magic that shatters preconceptions that gnomes are inherently bright creatures.", + "Though fell gnomes are not intrinsically cruel or morose, many enjoy leveraging their disquieting characteristics in social settings. To this end, fell gnomes often favor darker colors, asymmetrical clothing, and imposing garments. Fell gnomes often reside near occult nexuses, such as those found in Cheliax, Druma, and Ustalav.", + "Fell gnomes often have the umbral gnome or wellspring gnome (occult) heritage, though the sensate gnome and chameleon gnome heritages are also common." + ] + }, + { + "type": "pf2-h3", + "name": "Feychild Gnomes", + "page": 30, + "source": "LOCG", + "entries": [ + "Most numerous of the gnomes, Feychild gnomes also have the strongest connection to their ancestral homeland, the First World. Having developed a bond to a mighty natural feature or primal source, these gnomes are the most likely to display naturally bright and fantastic features\u2014including bright hair and eyes that include yellow, green, orange, blue, and pink hues, among others\u2014and tend toward tan, pale, or green skin.", + "Despite having the most natural magical foundation, these gnomes' fey connection is considered the least stable and most in need of stimulus. As a result, Feychild gnomes are often capricious and emotive, regularly seeking new experiences, playing pranks, and fueling countless gnome stereotypes. However, their intense First World connection also often grants Feychild gnomes a rapport with animals and plants, ensuring they never want for friends. Elves usually respect these gnomes' fey aspect, albeit often through a somewhat paternalistic lens.", + "Feychild gnomes are most common in Andoran, the Lands of the Linnorm Kings, the Mwangi Expanse, and the River Kingdoms. Feychild gnomes frequently have the fey-touched gnome heritage, though some gnomes express their connection to the First World with the chameleon gnome, sensate gnome, or vivacious gnome heritages." + ] + }, + { + "type": "pf2-h3", + "name": "Glimmer Gnomes", + "page": 30, + "source": "LOCG", + "entries": [ + "Golarion is a tapestry of divine scars where the gods have made their marks through cataclysms and miracles, and these sites retain a magical resonance that shapes nearby gnome populations. This world-shattering power combines with gnomes' ancestral First World origins to grant the gnomes a degree of influence over existence itself. These glimmer gnomes (a corruption of the original name \"glamour gnomes\") possess a natural talent for illusion and reality-warping magic, sometimes causing bystanders to mistake them for godlings\u2014or members of the Eldest\u2014in their own right. It's an easy mistake to make, given these gnomes' slightly translucent hair that seems to glow in the light and the warm, metallic irises of their eyes. Most perturbing of all, though, is a glimmer gnome's penchant for appearing and disappearing unpredictably, like mischievous tricksters who always seem to emerge or vanish at the most advantageous times.", + "Glimmer gnomes are most common where there are powerful religious connections. Small groups are associated with Nidal's obedience to Zon-Kuthon, Osirion's reverence of Nethys, and Casmaron's accursed Pit of Gormuz where Rovagug is sealed. A significant population of these gnomes have ties to Absalom's Starstone Cathedral, where their population is evenly split between gnomes who play up their divinely inspired origins through extravagant clothing and those who resent visitors' fawning admiration and dress to avoid undue attention.", + "Many glimmer gnomes have the chameleon gnome, vivacious gnome, or wellspring gnome (divine) heritage." + ] + }, + { + "type": "pf2-h3", + "name": "Keenspark Gnomes", + "page": 31, + "source": "LOCG", + "entries": [ + "Some gnomes aren't content to soak in the world's wonders; they possess an especially strong drive to create their own. Dedicated to innovation, Keenspark gnomes regularly prod at the edges of reality and possibility alike, not only inventing strange devices and pioneering new magical theories, but also challenging long-held beliefs and religious assumptions. As a result, these iconoclasts and innovators are the gnomes most likely to come across as perfectionistic, dismissive, controlling, or outright irritating, leading to their gnome kin jokingly referring to them as \"sour gnomes.\" However, their knowledge is a boon in a wide variety of fields, and Keenspark gnomes are among the foremost wizards, engineers, philosophers, and craftspeople.", + "Compared to their colorful kin, Keenspark gnomes have comparably drab skin, hair, and eye coloration that closely mirrors common human hues. These gnomes are most common in areas of intense arcane innovation or utter eldritch devastation. As a result, Nex and the Mana Wastes are home to substantial populations of Keenspark gnomes, particularly in Quantium's laboratories. Likewise, Absalom's arcane universities attract and shape a healthy Keenspark population. Perhaps more oddly, Rahadoum's small gnome population is overwhelmingly Keenspark in nature, perhaps due to the country's longstanding rebuke of divine influence.", + "Keenspark gnomes usually have the wellspring gnome (arcane) heritage, though some who work in fields that favor the senses instead have the sensate gnome heritage." + ] + } ] } ] - }, - { - "type": "pf2-sidebar", - "page": 31, - "source": "LOCG", - "name": "Finderplain", - "entries": [ - "In southwestern Katapesh stands eclectic Finderplain, a centuries-old settlement whose population is almost entirely transient, with few residents remaining for more than a few months. The town serves as a way point for caravans, and the constant change delights the predominantly gnome population while the influx of goods fuels myriad expeditions to a variety of desert sites." - ] - }, - { - "type": "pf2-sidebar", - "page": 31, - "source": "LOCG", - "name": "Irrere", - "entries": [ - "This small town and the nearby Shay Citadels do not welcome non-gnomes. In large part this is because the site is the refuge for Bleachlings and those suffering the Bleaching, the latter often seeking ways to resist and understand their affliction. Equally significant, though, is the citadels' penchant for phasing from reality to sites unknown, and when these structures return, all but the Bleachlings have disappeared." - ] - }, - { - "type": "pf2-sidebar", - "page": 32, - "source": "LOCG", - "name": "Nex", - "entries": [ - "This nation is a hub of magical innovations, alchemical discoveries, and arcane sciences, and even the eccentricities that many gnomes exhibit are but drops in an ocean of local oddity. The capital Quantium has a large gnome population, attracting many immigrants to study at its universities. There gnomes can also interact with a host of strange golems, elementals, genies, and other outsiders from across the Great Beyond, who often lure these gnomes off on extraplanar adventures." - ] - }, - { - "type": "pf2-sidebar", - "page": 33, - "source": "LOCG", - "name": "Wispil", - "entries": [ - "Protected by the Treaty of the Wildwood that grants the Verduran Forest its autonomy in exchange for limited woodcutting, Wispil is a town that supplies the Taldan navy with essential timber and is inhabited mostly by gnomes. Despite its relative isolation, the inhabitants are avid opera fans and cultural connoisseurs. The town works closely with local druids, and gnomes here often learn to command primal magic of their own." - ] } ], "heritageInfo": [ diff --git a/data/ancestries/ancestry-goblin.json b/data/ancestries/ancestry-goblin.json index 53d8bca164..41e465e41b 100644 --- a/data/ancestries/ancestry-goblin.json +++ b/data/ancestries/ancestry-goblin.json @@ -129,123 +129,134 @@ ] }, { - "type": "pf2-sidebar", - "page": 34, - "source": "LOCG", - "name": "Crookedtoes", - "entries": [ - "To some degree, almost every goblin is an adventurer, surviving life on the edge using skill and wits. Goblins explore and hunt for treasures by nature, though some become true adventurers in their own rights, often after being separated from their group or tribe.", - "Goblins often have the acrobat, criminal, entertainer, gladiator, hunter, and street urchin backgrounds. Consider playing an alchemist, since many goblins love fire, or a bard, since many goblins love songs. As scrappy survivors, goblins are often rogues who dart about the shadows, though their inherently charismatic nature also draws them to the pursuit of magical classes such as sorcerer." - ] - }, - { - "type": "entriesOtherSource", - "page": 34, - "source": "LOCG", - "entries": [ - "Goblins legends claim that the first goblins on Golarion were born from the human blood spilled by the barghests Hadregash, Venkelvore, Zarongel, and Zogmugot. Each of these barghests gave the goblins a gift to help them prosper. From Hadregash came the gift of tribe, making goblins stronger in numbers. Venkelvore gave goblins a bottomless hunger that drove them to spread out across the world. Zarongel, the most bestial of the barghests, granted an affinity to the predators who shared the goblins' inclinations, such as goblin dogs and wolves, so that goblins excelled at riding these creatures and could fight and travel more quickly. Finally, Zogmugot taught the goblins the secrets of the shores, how to scrounge, fish, and seek, so they could scavenge and survive no matter where they found themselves.", - "Over time, goblins spread across Golarion, and today they can be found across the Inner Sea region, from the sweltering jungles of Mediogalti Island to the frozen and blighted forests of Iobaria. Goblins have even found homes on the distant continents of Arcadia and Tian Xia, their clever instinct for survival allowing them to thrive even in the most hostile of environments. In fact, goblins are no strangers to hostility; whether bullied by and recruited as disposable shock troops for their larger hobgoblin and bugbear kin or mercilessly wiped out by adventurers who see them as little more than pests to be exterminated, goblin lives are, more often than not, short and full of hardship.", - "Despite the overwhelmingly negative perception most other peoples have of goblins, the small people have begun to find places among other societies, primarily in human cities and towns. While cities like Magnimar have long tolerated the goblin tribes that occupy their sewers, viewing them as a convenient cleaning service preventing disease-bearing rats or dangerous otyughs from proliferating, there are more and more areas where goblins can walk openly on the streets without fear of being skewered by guards or frightened farmers. On the sun-scorched streets of Katapesh, a tribe of Rasp goblins maintain a thriving mercantile enterprise under the leadership of an elderly goblin known by the name Yigrig Moneymaker. Operating in the northern lands of Irrisen, the Lands of the Linnorm Kings, and even the southern edge of the Crown of the World, a band of frost goblins recruited by the Pathfinder Society acts as a team of scouts and guides for the Society's members and allies. In the land of Sarkoris, a cunning tribe of forest goblins fights alongside a tribe of Sarkorian refugees looking to reclaim their homeland from the demons and monsters that infest it. Goblin arsonists are proclaimed heroes and allies by human generals as goblin-brewed alchemical fires sear the undead forces crawling forth from the Eye of Dread. Even goblin cutpurses scrounging their living in alleys find themselves recruited by enterprising adventurers who recognize the value of an alliance with a clever sneak whose survival instincts have been honed by untold generations of hardship and persecution. Their means and circumstances vary greatly, but goblins across Golarion have begun to carve a niche for themselves where they can be accepted." - ] - }, - { - "type": "pf2-sidebar", - "page": 35, - "source": "LOCG", - "name": "Frostfur", - "entries": [ - "The Frostfur goblins of Irrisen have taken many casualties since their initial contact with the Pathfinder Society, but the resilient creatures seem to replenish their ranks as quickly as they are diminished. Pathfinder Venture-Captains have begun to note that Frostfur goblins sent on scouting and reconnaissance missions frequently return with more goblins than left on the original missions, despite consistently reporting losses due to monsters, traps, environmental hazards, and accidental wand or alchemical item discharges. When asked about these new frost goblins, the most common response is simply \"Frostfur is Frostfur.\" Whether that means the new goblin recruits are scattered members of the tribe discovered on the expedition or unrelated frost goblins who simply followed their kin back to the lodge is currently unclear, though the sheer number of frost goblins currently operating within the Society's ranks combined with those reported lost or deceased on missions seems to indicate that the Frostfurs are actively recruiting other frost goblins they encounter." - ] - }, - { - "type": "pf2-sidebar", - "page": 36, - "source": "LOCG", - "name": "Ganda-uj", - "entries": [ - "The treetop city of Ganda-Uj is the closest thing the monkey goblins of Mediogalti Island have to a capital and homeland, but there's little sense of history or culture within its shady boughs. The current Ganda-Uj is at least the fifth location to bear the name, the previous Ganda-Ujs having been burned so completely that new growth still struggles to retake the scorched earth where they once stood. While monkey goblins themselves can be of any alignment, non-evil monkey goblins tend to have even shorter lifespans than their neighbors in Ganda-Uj, as the demon worship prevalent in that community encourages frequent slaughter. Those monkey goblins who are not willing participants in these demonic rites often find themselves serving as the chosen sacrifice, leading non-evil monkey goblins to eagerly seek opportunities to travel as far away from their kin as they can, preferably as fast as possible." - ] - }, - { - "type": "pf2-sidebar", - "page": 37, - "source": "LOCG", - "name": "Licktoads and Mudchewers", + "type": "pf2-h3", + "page": 432, + "source": "CRB", + "name": "Goblins", "entries": [ - "The Licktoad goblins of the Lost Coast were, until very recently, one of the most prominent goblin tribes in the Rasp. While little distinguished the Licktoads from their goblin neighbors, some combination of luck, ferocity, and perhaps even the protective arm of a peculiar deity led a small group of Licktoad goblins to triumph in adventure after adventure. If this group of goblin adventurers had not disappeared suddenly around the year 4718 ar, there's no telling what chaos they might have sown.", - "{@indentFirst The Mudchewer goblins from the sewers of Magnimar are perhaps the best known group of Rasp goblins in the Inner Sea region. Around the year 4710 ar, the Mudchewers found themselves enslaved by a monster who treated them as slaves and food. The Mudchewers were forced to steal and fight on their master's behalf until his death at the hands of the Pathfinder Society. While the Mudchewers' relationship with the people of Magnimar has not been without setbacks in the intervening years, they have become trusted allies of at least a subsection of Magnimar's human population.}" + "Although many adventurers might assume a goblin is a goblin, these scrappy and creative people are as diverse as any other ancestry. The most widespread are the rasp goblins, so named for the large numbers who have traditionally dwelled along the rugged coastlines of Varisia's west coast, a region known as the Rasp. Forest goblins tend to be smaller than the other ethnicities and are located mostly in central Avistan. Their numbers are only now beginning to recover from the horrors of the Goblinblood Wars. The frost goblins of Irrisen's eternal winter are unusual among their kind for their propensity to grow blue fur on their bodies, while the monkey goblins of Mediogalti Island are known for their prehensile tails and arboreal habitats." ] }, { "type": "pf2-h2", + "collapsible": true, + "name": "Goblins", "page": 34, - "name": "Goblins of the Inner Sea", "source": "LOCG", "entries": [ - "To outsiders, it might seem like goblins are all part of a single, monolithic people, but like any other ancestry, goblins have a variety of ethnicities and cultures nearly as diverse as the territories they occupy. Certain aspects of goblin culture, such as a penchant for song, an overzealous appreciation of fire, fear of dogs and horses, and an instinctive distrust of literacy and the written word, are common across all goblin cultures, but these represent only the most superficial elements of goblin life.", { - "type": "pf2-h3", - "name": "Forest Goblins", - "page": 35, + "type": "pf2-sidebar", + "page": 34, "source": "LOCG", + "name": "Crookedtoes", "entries": [ - "Hailing from coniferous woodlands, forest goblins tend to be shorter and slimmer than their kin, not quite reaching 3 feet in height and rarely weighing more than 35 pounds. Forest goblins typically have skin ranging in hue from dark green to a sickly green-tinged brown reminiscent of a spoiled avocado. While all goblins have a natural tendency toward pyromania, forest goblins are often far more knowledgeable on the subject than almost any other species. Since forest goblins traditionally produce far fewer primal or divine spellcasters than other goblin ethnicities, they have developed a deep tradition of fire-management practices, taught through song and practical application. There is even evidence to suggest that woodlands inhabited by forest goblins are less prone to disastrous wildfires thanks to the goblins regularly burning away dead wood and dry brush that might otherwise act as fuel for hungry flames.", - "Forest goblins are often reclusive and avoid contact with members of other ancestries except when pilfering or scavenging from camps and caravans that pass near their territory, but some exceptions do exist. In 4697 ar, the forest goblins who inhabited Isger's Chitterwood were recruited into a series of brutal conflicts now known as the Goblinblood Wars, resulting in one of the bloodiest conflicts in Isger's troubled history. Of more auspicious note, the Crookedtoes and Dragondweller tribes have both recently provided critical assistance to human nations, earning them the patronage and protection of powerful allies.", - "Most forest goblins have the {@ancestry goblin|crb|treedweller goblin|treedweller|locg} heritage, though their frequent exposure to flame means some forest goblins favor the charhide goblin heritage. Due to their extensive practice of teaching songs, forest goblins also frequently take the Goblin Song ancestry feat." + "To some degree, almost every goblin is an adventurer, surviving life on the edge using skill and wits. Goblins explore and hunt for treasures by nature, though some become true adventurers in their own rights, often after being separated from their group or tribe.", + "Goblins often have the acrobat, criminal, entertainer, gladiator, hunter, and street urchin backgrounds. Consider playing an alchemist, since many goblins love fire, or a bard, since many goblins love songs. As scrappy survivors, goblins are often rogues who dart about the shadows, though their inherently charismatic nature also draws them to the pursuit of magical classes such as sorcerer." ] }, { - "type": "pf2-h3", - "name": "Frost Goblins", + "type": "pf2-sidebar", "page": 35, "source": "LOCG", + "name": "Frostfur", "entries": [ - "Born in Irrisen's eternal winter, frost goblins are well adapted to surviving in frigid environments. Frost goblins' skin is adapted to help them blend in and survive in arctic environments, ranging in color from a light ice-blue to the dark blue-gray of stormy northern oceans. While most goblins are almost universally hairless, frost goblins occasionally sport blue fur similar in texture and density to that of their bugbear cousins.", - "The Frostfur tribe of goblins, originally hailing from Irrisen, are among the most notable tribes of frost goblins due to their association with the Pathfinder Society. Originally recruited as pawns by rebel factions within the Society, the Frostfur have since served as scouts and guides for several Pathfinder expeditions. While few of the Frostfur goblins have chosen to become full members of the Pathfinder Society due to their rambunctious nature and distrust of literacy, they remain steadfast allies and word of their loyalty is spreading. This burgeoning reputation means that frost goblins are, if not precisely well liked or welcomed, at least able to travel, buy goods, and secure lodging in most areas with a Pathfinder presence free of harassment. In the Lands of the Linnorm Kings, Venture-Captain Bjersig Torrsen keeps the few frost goblins who have made their homes at his lodge in Iceferry busy carrying messages, guiding archaeological expeditions into the frozen wastes, and performing any other task he can find to keep the energetic beings gainfully occupied and safely away from his dog, a powerful husky named Mahki, whose relationship with the Frostfurs is adversarial at best.", - "Frost goblins almost always have the {@ancestry goblin|crb|snow goblin|snow} heritage, and they frequently take the {@feat Goblin Scuttle} ancestry feat due to their frenzied energy and surprisingly coordinated teamwork." + "The Frostfur goblins of Irrisen have taken many casualties since their initial contact with the Pathfinder Society, but the resilient creatures seem to replenish their ranks as quickly as they are diminished. Pathfinder Venture-Captains have begun to note that Frostfur goblins sent on scouting and reconnaissance missions frequently return with more goblins than left on the original missions, despite consistently reporting losses due to monsters, traps, environmental hazards, and accidental wand or alchemical item discharges. When asked about these new frost goblins, the most common response is simply \"Frostfur is Frostfur.\" Whether that means the new goblin recruits are scattered members of the tribe discovered on the expedition or unrelated frost goblins who simply followed their kin back to the lodge is currently unclear, though the sheer number of frost goblins currently operating within the Society's ranks combined with those reported lost or deceased on missions seems to indicate that the Frostfurs are actively recruiting other frost goblins they encounter." ] }, { - "type": "pf2-h3", - "name": "Monkey Goblins", - "source": "LOCG", + "type": "pf2-sidebar", "page": 36, + "source": "LOCG", + "name": "Ganda-uj", "entries": [ - "Monkey goblins originated on Mediogalti Island, where their distinctive tails give them a significant advantage in the dense jungles. These goblins are taller and heavier than other goblins, standing a bit over 3-1/2 feet tall and weighing between 50 and 60 pounds. Their skin spans the range from tawny bronze to dark blue, and gold eyes are more common than the red eyes of their kin.", - "While monkey goblins have some of the most obvious physical differences compared to their tailless cousins, their love of fire is just as strong and just as likely to end in conflagration or disaster. As monkey goblins have historically made their dwellings in treetop abodes, ferocious canopy fires and high mortality rates have kept the curious and capable beings from spreading into the wider world in any significant numbers. Despite the challenges monkey goblins face in just surviving their own antics, there are some monkey goblins who pursue lives of adventure, whether as valued members of a ship's crew (some of whom actively seek out monkey goblins to crew the rigging and crow's nest on their ship, so long as they can keep the goblins from accidentally setting the sails on fire) or as members of small teams of adventurers or treasure-seekers.", - "Monkey goblins almost always have the {@ancestry goblin|crb|tailed goblin|tailed|locg} heritage. Monkey goblins who travel on pirate or merchant ships often take the Goblin Scuttle ancestry feat, since they're accustomed to the frantic scrambling of shipboard combat." + "The treetop city of Ganda-Uj is the closest thing the monkey goblins of Mediogalti Island have to a capital and homeland, but there's little sense of history or culture within its shady boughs. The current Ganda-Uj is at least the fifth location to bear the name, the previous Ganda-Ujs having been burned so completely that new growth still struggles to retake the scorched earth where they once stood. While monkey goblins themselves can be of any alignment, non-evil monkey goblins tend to have even shorter lifespans than their neighbors in Ganda-Uj, as the demon worship prevalent in that community encourages frequent slaughter. Those monkey goblins who are not willing participants in these demonic rites often find themselves serving as the chosen sacrifice, leading non-evil monkey goblins to eagerly seek opportunities to travel as far away from their kin as they can, preferably as fast as possible." ] }, { - "type": "pf2-h3", + "type": "pf2-sidebar", + "page": 37, "source": "LOCG", - "name": "Rasp Goblins", - "page": 36, + "name": "Licktoads and Mudchewers", + "entries": [ + "The Licktoad goblins of the Lost Coast were, until very recently, one of the most prominent goblin tribes in the Rasp. While little distinguished the Licktoads from their goblin neighbors, some combination of luck, ferocity, and perhaps even the protective arm of a peculiar deity led a small group of Licktoad goblins to triumph in adventure after adventure. If this group of goblin adventurers had not disappeared suddenly around the year 4718 ar, there's no telling what chaos they might have sown.", + "{@indentFirst The Mudchewer goblins from the sewers of Magnimar are perhaps the best known group of Rasp goblins in the Inner Sea region. Around the year 4710 ar, the Mudchewers found themselves enslaved by a monster who treated them as slaves and food. The Mudchewers were forced to steal and fight on their master's behalf until his death at the hands of the Pathfinder Society. While the Mudchewers' relationship with the people of Magnimar has not been without setbacks in the intervening years, they have become trusted allies of at least a subsection of Magnimar's human population.}" + ] + }, + { + "type": "pf2-sidebar", + "page": 38, + "source": "LOCG", + "name": "Mutant Goblins", "entries": [ - "Rasp goblins, or simply \"Rasps,\" named after the section of Varisia's Lost Coast where they tend to live, are some of the most commonly encountered goblins in the Inner Sea region, particularly in Varisia and the neighboring nations. Unlike frost goblins and monkey goblins, who are limited to smaller geographic areas, and forest goblins, who suffered terrible population losses during the Goblinblood Wars, Rasp goblins remain exceptionally populous and can quickly spread to any area that is vaguely capable of sustaining life. Rasp goblins stand just over 3 feet tall and weigh roughly 35 pounds. While many Rasp goblins are some shade of green (typically lighter and sicklier shades than their forest goblin cousins), some Rasp goblins have rarer skin colors, such as gray or purple.", - "Rasp goblins have inhabited the southern and western reaches of Varisia for longer than any of the country's human inhabitants, resulting in frequent conflict as humans push deeper and deeper into the goblins' ancestral territory. Encounters with particularly aggressive and malevolent goblin communities mean that pioneer towns like Sandpoint often view goblins as little more than dangerous pests, and hire guards and adventurers to drive off any nearby goblins out of a sense of public safety. As a result, though their population numbers remain somewhat stable, Rasp goblins rarely have anything resembling clan elders or even anyone in their communities with more than a few years of knowledge or experience. This in turn means that the teaching songs goblins traditionally use to pass on their lore and skills are largely lost to the Rasp goblin tribes, who retain little more than war songs and death chants. Their aversion to literacy and lack of elders has lead to many Rasp goblins living and dying in a state of perpetual childhood, which\u2014perhaps due to the frequent conflicts between Rasp goblin tribes and other peoples\u2014has led to the spread of a number of unfortunate stereotypes not only about Rasp goblins, but about all goblins, such as the assertion that all goblins are bloodthirsty raiders, murderers, and Lamashtu worshippers. By contrast, however, those Rasp goblins who've had the opportunity to integrate with other cultures have begun to paint a very different and improved picture of their people.", - "Rasp goblins can have almost any heritage, though they tend to most commonly exhibit the {@ancestry goblin|crb|charhide goblin|charhide} and {@ancestry goblin|crb|razortooth goblin|razortooth} heritages." + "Though mutant goblins can arise from any goblin culture that worships the dread Mother of Monsters, {@deity Lamashtu}, they are particularly prevalent amongst the goblins of northern Avistan and monkey goblin settlements. Mutant goblins frequently possess additional limbs, including additional arms and legs, mouths centered in their chests, wings that barely allow flight, and other prominent variations." + ] + }, + { + "type": "pf2-sidebar", + "page": 39, + "source": "LOCG", + "name": "Dragondwellers", + "entries": [ + "Members of the Dragondweller tribe originally lived in the Finadar Forest of Iobaria but have recently traveled to the Sarkoris Scar with the Farheavens tribe of Sarkorian-descended humans. In the demon-infested wastes where the Worldwound once rent the land, the Dragondwellers fight alongside the Farheavens to purge the remaining fiendish armies and reclaim Sarkoris, in hopes of earning a new home and a place where their strength and skills can be respected instead of feared." + ] + }, + "Goblins legends claim that the first goblins on Golarion were born from the human blood spilled by the barghests Hadregash, Venkelvore, Zarongel, and Zogmugot. Each of these barghests gave the goblins a gift to help them prosper. From Hadregash came the gift of tribe, making goblins stronger in numbers. Venkelvore gave goblins a bottomless hunger that drove them to spread out across the world. Zarongel, the most bestial of the barghests, granted an affinity to the predators who shared the goblins' inclinations, such as goblin dogs and wolves, so that goblins excelled at riding these creatures and could fight and travel more quickly. Finally, Zogmugot taught the goblins the secrets of the shores, how to scrounge, fish, and seek, so they could scavenge and survive no matter where they found themselves.", + "Over time, goblins spread across Golarion, and today they can be found across the Inner Sea region, from the sweltering jungles of Mediogalti Island to the frozen and blighted forests of Iobaria. Goblins have even found homes on the distant continents of Arcadia and Tian Xia, their clever instinct for survival allowing them to thrive even in the most hostile of environments. In fact, goblins are no strangers to hostility; whether bullied by and recruited as disposable shock troops for their larger hobgoblin and bugbear kin or mercilessly wiped out by adventurers who see them as little more than pests to be exterminated, goblin lives are, more often than not, short and full of hardship.", + "Despite the overwhelmingly negative perception most other peoples have of goblins, the small people have begun to find places among other societies, primarily in human cities and towns. While cities like Magnimar have long tolerated the goblin tribes that occupy their sewers, viewing them as a convenient cleaning service preventing disease-bearing rats or dangerous otyughs from proliferating, there are more and more areas where goblins can walk openly on the streets without fear of being skewered by guards or frightened farmers. On the sun-scorched streets of Katapesh, a tribe of Rasp goblins maintain a thriving mercantile enterprise under the leadership of an elderly goblin known by the name Yigrig Moneymaker. Operating in the northern lands of Irrisen, the Lands of the Linnorm Kings, and even the southern edge of the Crown of the World, a band of frost goblins recruited by the Pathfinder Society acts as a team of scouts and guides for the Society's members and allies. In the land of Sarkoris, a cunning tribe of forest goblins fights alongside a tribe of Sarkorian refugees looking to reclaim their homeland from the demons and monsters that infest it. Goblin arsonists are proclaimed heroes and allies by human generals as goblin-brewed alchemical fires sear the undead forces crawling forth from the Eye of Dread. Even goblin cutpurses scrounging their living in alleys find themselves recruited by enterprising adventurers who recognize the value of an alliance with a clever sneak whose survival instincts have been honed by untold generations of hardship and persecution. Their means and circumstances vary greatly, but goblins across Golarion have begun to carve a niche for themselves where they can be accepted.", + { + "type": "pf2-h2", + "page": 34, + "name": "Goblins of the Inner Sea", + "source": "LOCG", + "entries": [ + "To outsiders, it might seem like goblins are all part of a single, monolithic people, but like any other ancestry, goblins have a variety of ethnicities and cultures nearly as diverse as the territories they occupy. Certain aspects of goblin culture, such as a penchant for song, an overzealous appreciation of fire, fear of dogs and horses, and an instinctive distrust of literacy and the written word, are common across all goblin cultures, but these represent only the most superficial elements of goblin life.", + { + "type": "pf2-h3", + "name": "Forest Goblins", + "page": 35, + "source": "LOCG", + "entries": [ + "Hailing from coniferous woodlands, forest goblins tend to be shorter and slimmer than their kin, not quite reaching 3 feet in height and rarely weighing more than 35 pounds. Forest goblins typically have skin ranging in hue from dark green to a sickly green-tinged brown reminiscent of a spoiled avocado. While all goblins have a natural tendency toward pyromania, forest goblins are often far more knowledgeable on the subject than almost any other species. Since forest goblins traditionally produce far fewer primal or divine spellcasters than other goblin ethnicities, they have developed a deep tradition of fire-management practices, taught through song and practical application. There is even evidence to suggest that woodlands inhabited by forest goblins are less prone to disastrous wildfires thanks to the goblins regularly burning away dead wood and dry brush that might otherwise act as fuel for hungry flames.", + "Forest goblins are often reclusive and avoid contact with members of other ancestries except when pilfering or scavenging from camps and caravans that pass near their territory, but some exceptions do exist. In 4697 ar, the forest goblins who inhabited Isger's Chitterwood were recruited into a series of brutal conflicts now known as the Goblinblood Wars, resulting in one of the bloodiest conflicts in Isger's troubled history. Of more auspicious note, the Crookedtoes and Dragondweller tribes have both recently provided critical assistance to human nations, earning them the patronage and protection of powerful allies.", + "Most forest goblins have the {@ancestry goblin|crb|treedweller goblin|treedweller|locg} heritage, though their frequent exposure to flame means some forest goblins favor the charhide goblin heritage. Due to their extensive practice of teaching songs, forest goblins also frequently take the Goblin Song ancestry feat." + ] + }, + { + "type": "pf2-h3", + "name": "Frost Goblins", + "page": 35, + "source": "LOCG", + "entries": [ + "Born in Irrisen's eternal winter, frost goblins are well adapted to surviving in frigid environments. Frost goblins' skin is adapted to help them blend in and survive in arctic environments, ranging in color from a light ice-blue to the dark blue-gray of stormy northern oceans. While most goblins are almost universally hairless, frost goblins occasionally sport blue fur similar in texture and density to that of their bugbear cousins.", + "The Frostfur tribe of goblins, originally hailing from Irrisen, are among the most notable tribes of frost goblins due to their association with the Pathfinder Society. Originally recruited as pawns by rebel factions within the Society, the Frostfur have since served as scouts and guides for several Pathfinder expeditions. While few of the Frostfur goblins have chosen to become full members of the Pathfinder Society due to their rambunctious nature and distrust of literacy, they remain steadfast allies and word of their loyalty is spreading. This burgeoning reputation means that frost goblins are, if not precisely well liked or welcomed, at least able to travel, buy goods, and secure lodging in most areas with a Pathfinder presence free of harassment. In the Lands of the Linnorm Kings, Venture-Captain Bjersig Torrsen keeps the few frost goblins who have made their homes at his lodge in Iceferry busy carrying messages, guiding archaeological expeditions into the frozen wastes, and performing any other task he can find to keep the energetic beings gainfully occupied and safely away from his dog, a powerful husky named Mahki, whose relationship with the Frostfurs is adversarial at best.", + "Frost goblins almost always have the {@ancestry goblin|crb|snow goblin|snow} heritage, and they frequently take the {@feat Goblin Scuttle} ancestry feat due to their frenzied energy and surprisingly coordinated teamwork." + ] + }, + { + "type": "pf2-h3", + "name": "Monkey Goblins", + "source": "LOCG", + "page": 36, + "entries": [ + "Monkey goblins originated on Mediogalti Island, where their distinctive tails give them a significant advantage in the dense jungles. These goblins are taller and heavier than other goblins, standing a bit over 3-1/2 feet tall and weighing between 50 and 60 pounds. Their skin spans the range from tawny bronze to dark blue, and gold eyes are more common than the red eyes of their kin.", + "While monkey goblins have some of the most obvious physical differences compared to their tailless cousins, their love of fire is just as strong and just as likely to end in conflagration or disaster. As monkey goblins have historically made their dwellings in treetop abodes, ferocious canopy fires and high mortality rates have kept the curious and capable beings from spreading into the wider world in any significant numbers. Despite the challenges monkey goblins face in just surviving their own antics, there are some monkey goblins who pursue lives of adventure, whether as valued members of a ship's crew (some of whom actively seek out monkey goblins to crew the rigging and crow's nest on their ship, so long as they can keep the goblins from accidentally setting the sails on fire) or as members of small teams of adventurers or treasure-seekers.", + "Monkey goblins almost always have the {@ancestry goblin|crb|tailed goblin|tailed|locg} heritage. Monkey goblins who travel on pirate or merchant ships often take the Goblin Scuttle ancestry feat, since they're accustomed to the frantic scrambling of shipboard combat." + ] + }, + { + "type": "pf2-h3", + "source": "LOCG", + "name": "Rasp Goblins", + "page": 36, + "entries": [ + "Rasp goblins, or simply \"Rasps,\" named after the section of Varisia's Lost Coast where they tend to live, are some of the most commonly encountered goblins in the Inner Sea region, particularly in Varisia and the neighboring nations. Unlike frost goblins and monkey goblins, who are limited to smaller geographic areas, and forest goblins, who suffered terrible population losses during the Goblinblood Wars, Rasp goblins remain exceptionally populous and can quickly spread to any area that is vaguely capable of sustaining life. Rasp goblins stand just over 3 feet tall and weigh roughly 35 pounds. While many Rasp goblins are some shade of green (typically lighter and sicklier shades than their forest goblin cousins), some Rasp goblins have rarer skin colors, such as gray or purple.", + "Rasp goblins have inhabited the southern and western reaches of Varisia for longer than any of the country's human inhabitants, resulting in frequent conflict as humans push deeper and deeper into the goblins' ancestral territory. Encounters with particularly aggressive and malevolent goblin communities mean that pioneer towns like Sandpoint often view goblins as little more than dangerous pests, and hire guards and adventurers to drive off any nearby goblins out of a sense of public safety. As a result, though their population numbers remain somewhat stable, Rasp goblins rarely have anything resembling clan elders or even anyone in their communities with more than a few years of knowledge or experience. This in turn means that the teaching songs goblins traditionally use to pass on their lore and skills are largely lost to the Rasp goblin tribes, who retain little more than war songs and death chants. Their aversion to literacy and lack of elders has lead to many Rasp goblins living and dying in a state of perpetual childhood, which\u2014perhaps due to the frequent conflicts between Rasp goblin tribes and other peoples\u2014has led to the spread of a number of unfortunate stereotypes not only about Rasp goblins, but about all goblins, such as the assertion that all goblins are bloodthirsty raiders, murderers, and Lamashtu worshippers. By contrast, however, those Rasp goblins who've had the opportunity to integrate with other cultures have begun to paint a very different and improved picture of their people.", + "Rasp goblins can have almost any heritage, though they tend to most commonly exhibit the {@ancestry goblin|crb|charhide goblin|charhide} and {@ancestry goblin|crb|razortooth goblin|razortooth} heritages." + ] + } ] } ] - }, - { - "type": "pf2-sidebar", - "page": 38, - "source": "LOCG", - "name": "Mutant Goblins", - "entries": [ - "Though mutant goblins can arise from any goblin culture that worships the dread Mother of Monsters, {@deity Lamashtu}, they are particularly prevalent amongst the goblins of northern Avistan and monkey goblin settlements. Mutant goblins frequently possess additional limbs, including additional arms and legs, mouths centered in their chests, wings that barely allow flight, and other prominent variations." - ] - }, - { - "type": "pf2-sidebar", - "page": 39, - "source": "LOCG", - "name": "Dragondwellers", - "entries": [ - "Members of the Dragondweller tribe originally lived in the Finadar Forest of Iobaria but have recently traveled to the Sarkoris Scar with the Farheavens tribe of Sarkorian-descended humans. In the demon-infested wastes where the Worldwound once rent the land, the Dragondwellers fight alongside the Farheavens to purge the remaining fiendish armies and reclaim Sarkoris, in hopes of earning a new home and a place where their strength and skills can be respected instead of feared." - ] } ], "heritageInfo": [ diff --git a/data/ancestries/ancestry-halfling.json b/data/ancestries/ancestry-halfling.json index 9c96923b6d..4998e6f77d 100644 --- a/data/ancestries/ancestry-halfling.json +++ b/data/ancestries/ancestry-halfling.json @@ -130,148 +130,158 @@ ] }, { - "type": "pf2-sidebar", - "page": 40, - "source": "LOCG", - "name": "The Bellflower Network", - "entries": [ - "An organization devoted to smuggling halfling slaves to safety, the Bellflower Network operates primarily in Cheliax. Halfling slaves support and shelter Bellflower agents when possible, and it speaks volumes to halfling camaraderie that so many of them turn down a chance at personal freedom to become Bellflower agents themselves. Chelaxian halflings in particular have to be adaptable due to their circumstances, but many of these halfling agents prefer classes suited to stealth, such as bard and rogue." - ] - }, - { - "type": "entriesOtherSource", - "page": 40, - "source": "LOCG", - "entries": [ - "For as long as there have been humans in the Inner Sea region, there have been halflings nearby\u2014small, quick, keen-eyed people only half as tall as humans and determined to construct an easy life in the shadows of larger people. Halflings are known for luck and bravery that overshadow their humble size. Although many halflings make their livings as traders or storytellers, most prefer to stay safely in the background. They enjoy being useful to others\u2014and to their own families in particular\u2014but they generally dislike receiving public accolades for their efforts.", - "Halflings in the Inner Sea region tend to share communities with members of taller ancestries, and quite a few halflings live in cities with their extended families. Young halflings are prone to wanderlust, however, and often strike out on their own across the land with little other than the few coins they've scraped together, a lucky memento or two, and their irrepressible personalities. These young halflings are lean and quick, and most are, by human standards, a little bit larcenous in their habits. This inclination to thievery doesn't arise from inherent greed; instead, halflings love lighthearted mischief and also tend to have more communal notions of property. Most halflings simply pick up a tool or bauble when it's useful and return it once they're done with it, though halflings are quick to return an item or pay for a replacement to the best of their ability if asked.", - "Older or more established halflings may take on supporting positions in a community, working as valets, shopkeepers, or artisans, but they retain their keen senses, deft fingers, and cheery outlook even as they age. Older halflings often enjoy doting on younger ones, passing down tools, weapons, and stories, and family bonds among halflings are particularly strong.", - "Halflings place an inordinate amount of trust in their inherent luck, which neighbors view with amazement and slight envy. Most halflings have so many lucky breaks in their lives\u2014minor scrapes from would-be deadly falls, unseen arrows missing their mark, or serendipitous meetings in a busy city\u2014that they rarely even remark upon them. Halflings rely on their good fortune to always be there to support them, and fortune rarely disappoints them for long. Halflings consider luck a personal attribute, like height or hair color, and many conclude that their surfeit offsets their smaller size. Many halflings like to collect items they consider lucky, such as berries and buttons, and are a bit unnerved by unlucky portents, such as birds of prey and splintered wood.", - "Halfling adventurers in the Inner Sea region are usually younger halflings who haven't yet settled down, although tragedy might send an older halfling into the world to rebuild her fortune or recover a lost legacy. The former are likely to be bards, fighters, rogues, or sorcerers, while the latter might be alchemists, clerics, or wizards. In any case, halflings are brave and affable folk who enjoy keeping the spirits of their adventuring companions high." - ] - }, - { - "type": "pf2-sidebar", - "page": 41, - "source": "LOCG", - "name": "Jaric Adventurers", - "entries": [ - "Although Jarics tend to keep to their homes among the mountains, they are not afraid to travel out across Golarion as they see fit. Typically, Jarics choose to leave life among the mountains to challenge themselves, both physically and mentally, though many Jarics set out into the world due to curiosity alone. At times, entire bill-bands set out together, creating natural adventuring parties. Many Jaric halflings become champions, fighters, or monks." - ] - }, - { - "type": "pf2-sidebar", - "page": 42, - "source": "LOCG", - "name": "Mihrini Adventurers", - "entries": [ - "As Mihrini communities are constantly on the move, individual halflings are already accustomed to an adventuring lifestyle and gravitate toward setting out into Golarion. Some of these Mihrinis merely seek a new home and a comfortable life, while others find adventuring to be a useful tool to overcome their own anxieties. As many Mihrini halflings are natural storytellers, and their deft fingers are suited to the complicated somatic movements necessary for spellcasting or thievery, they make excellent bards, rogues, sorcerers, and wizards." - ] - }, - { - "type": "pf2-sidebar", - "page": 43, - "source": "LOCG", - "name": "Othoban Adventurers", + "type": "pf2-h3", + "page": 432, + "name": "Halflings", "entries": [ - "Today, many Othobans have taken to adventuring to fulfill their desire to learn more and experience Golarion. Some Othoban halflings have chosen to remain in New Thassilon and its neighboring regions, taking a slower approach to exploring the world, while others have set their sights on experiencing the rest of Avistan and beyond, and a smaller group of Othobans has chosen to remain in the safety of Edasseril. As Othobans tend to be studious and observant, those that become adventurers are usually clerics, rogues, or wizards." + "Many halflings have lived in the shadow of other societies for as long as they can remember, living in much the same way as their neighboring cultures and adding their own unique variations over time or as necessity demands. However, numerous distinct halfling cultures exist outside of the context of other peoples and nations. In some cases, these divisions were fueled by separation and circumstances, such as the oppressed halflings of Cheliax who have been forced into slavery, and the Song'o halflings of the Mwangi Expanse, who hid from all other cultures to avoid a similar fate. Other halflings, such as the Jaric, Mihrini, Othoban, and Uhlam halflings, simply formed their own traditions without the influence of humans and other creatures." ] }, { "type": "pf2-h2", "page": 40, - "name": "Halflings of the Inner Sea", + "name": "Halflings", + "collapsible": true, "source": "LOCG", "entries": [ - "The halflings of the Inner Sea region primarily developed alongside the people around them. Halflings living alongside other ancestries soon mimicked these groups in more than just cultures and traditions. These halflings developed into cultures and ethnicities that were distinctly halfling, yet quite similar to those of the other peoples with whom they shared their lives. Many halfling ethnicities are thus close reflections of other ancestries' ethnicities, with halflings sharing the same physiology and cultural traditions of their compatriots, who are often humans. However, even as halflings grew alongside other ancestries, some lived independent lives and developed cultures all their own.", { - "type": "pf2-h3", - "name": "Chelaxians", + "type": "pf2-sidebar", + "page": 40, "source": "LOCG", + "name": "The Bellflower Network", + "entries": [ + "An organization devoted to smuggling halfling slaves to safety, the Bellflower Network operates primarily in Cheliax. Halfling slaves support and shelter Bellflower agents when possible, and it speaks volumes to halfling camaraderie that so many of them turn down a chance at personal freedom to become Bellflower agents themselves. Chelaxian halflings in particular have to be adaptable due to their circumstances, but many of these halfling agents prefer classes suited to stealth, such as bard and rogue." + ] + }, + { + "type": "pf2-sidebar", "page": 41, + "source": "LOCG", + "name": "Jaric Adventurers", "entries": [ - "Halflings have long been slaves in Cheliax, where they are forced to labor in occupations that exploit their keen eyes and quick fingers to produce quick profits for their overseers, such as textile production or orchard picking. Others serve as household slaves, often as cooks or valets; these slaves typically are required to perform less arduous tasks but suffer frequent abuse and dreadful personal accommodations, as when forced to sleep in cupboards. In Cheliax, halflings are derisively called \"slips,\" and their cramped slave quarters are called \"slip kennels.\" Legal punishments for beating, mutilating, or killing a halfling in Cheliax are appallingly light and classified as property crimes, even when perpetrated against the nation's few free halflings.", - "Halflings in Cheliax often band together for protection, such as by working hard to cover for a sick comrade or sharing the burden of an unfair punishment. Halflings take joy in spending time with family, even when they live as slaves, and their desire to protect their family members is, unfortunately, something cruel overseers learn to exploit. A halfling slave who betrays another for personal gain is labeled an \"impkin\" among them and earns a reputation so tainted that most impkin are essentially ostracized by all other halflings." + "Although Jarics tend to keep to their homes among the mountains, they are not afraid to travel out across Golarion as they see fit. Typically, Jarics choose to leave life among the mountains to challenge themselves, both physically and mentally, though many Jarics set out into the world due to curiosity alone. At times, entire bill-bands set out together, creating natural adventuring parties. Many Jaric halflings become champions, fighters, or monks." ] }, { - "type": "pf2-h3", + "type": "pf2-sidebar", + "page": 42, "source": "LOCG", - "name": "Jarics", - "page": 41, + "name": "Mihrini Adventurers", "entries": [ - "Jarics are boisterous halflings who live hidden among the Barrier Wall mountains of northern Garund. Their rugged lifestyle among the peaks has shaped their features. Their skin is deeply tanned and weathered from spending most of their lives outdoors, and their bodies are slightly shorter and stockier compared to other halflings. Jarics are particularly muscular due to traversing the cliffs and rock walls of the Barrier Wall. This prowess steers Jarics toward more physical pursuits such as combat, with many Jaric children growing up wrestling one another for fun. The rough nature of their endeavors leaves many Jarics with black eyes or scars, something they wear with pride. Jarics sport dark brown eyes and darker hair colors, such as black and brown. They enjoy adopting bombastic hair styles and\u2014among men\u2014impressive facial hair. Jarics tend to wear loose-fitting clothing that permits a wide range of physical movement, although they prefer to eschew clothing altogether when doing so won't make their neighbors uncomfortable.", - "Jaric society is a scattered thing, with most Jarics forming small groups and tribes on their own respective mountains. These groups usually number in the dozens, though some reach into the hundreds. These groups usually form hunting and gathering parties, moving across the peaks as they require to survive, with some groups keeping closer to the base of mountains where food and game are more plentiful. Though most Jaric tribes remain mobile, they do maintain a few settlements, most notably the halfling city of Limani in the central Barrier Wall. The city is a hub for thousands of Jaric halflings and is known for its seasonal festivals where Jarics trade food, stories, and blows in the name of friendly competition.", - "Like-minded Jarics in a community often join together in friendly, lively groups called bill-bands. A bill-band is a cross between a club and a gang, and most have pugnacious names like \"Winkle's Freedom Fighters\" or \"Futharc's First Fist.\" Although many bill-bands are groups of swaggering bravos who come together for sparring, sports, or similar pursuits, others form to engage in spirited debates and create collaborative art pieces." + "As Mihrini communities are constantly on the move, individual halflings are already accustomed to an adventuring lifestyle and gravitate toward setting out into Golarion. Some of these Mihrinis merely seek a new home and a comfortable life, while others find adventuring to be a useful tool to overcome their own anxieties. As many Mihrini halflings are natural storytellers, and their deft fingers are suited to the complicated somatic movements necessary for spellcasting or thievery, they make excellent bards, rogues, sorcerers, and wizards." ] }, { - "type": "pf2-h3", + "type": "pf2-sidebar", + "page": 43, "source": "LOCG", - "name": "Mihrinis", - "page": 41, + "name": "Othoban Adventurers", "entries": [ - "In the distant region of Iobaria, just east of Avistan, live the Mihrini halflings. These halflings developed among the colder climates of the region and have a unique appearance, with sharper chins and wider ears. They are also thinner than most halflings. Their skin is often pale, though some darker tones appear among Mihrinis, especially those living in the River Kingdoms. Most Mihrini halflings have long, fine hair that grows black with white streaks or vice-versa, and they cannot grow facial hair. In addition, the hair on their feet tends to be finer and lighter than that of other halflings. Eye colors among Mihrinis tend to be on the lighter side, with blues and grays being most common. Mihrinis prefer many-layered clothing, particularly garments with several buttons in different styles and textures. Many keep their hair long and loose when not out of place in the local culture, save for small braids close to the scalp that are hidden by hair or a hood.", - "Unfortunately, Mihrini culture is not what it once was. The Choking Plague in Iobaria thinned the numbers of Mihrini halflings over five centuries ago, and the population never truly recovered. The Mihrini survivors soon scattered throughout Iobaria and beyond, partly in hopes of escaping the constant plagues in the region. Today, many Mihrinis live along the eastern edge of Avistan, particularly near Brevoy, Galt, and the River Kingdoms. Mihrini halflings move in large tribes and are typically a nomadic people, uprooting at the first sign of possible disaster. These tribes maintain few written records and instead keep oral histories, telling tales from previous homes and lessons learned from previous dangers.", - "Due to the constant, unpredictable movement throughout their lives, many Mihrinis are predisposed to an anxious disposition. To help stay at ease or remain occupied, many Mihrinis keep a small piece of sturdy string in a pocket or tied around a wrist. Called a hallinette, this string gives the halfling something to keep the fingers occupied, whether in tying or re-tying knots, arranging complicated loops, or even simply twisting it among the fingers." + "Today, many Othobans have taken to adventuring to fulfill their desire to learn more and experience Golarion. Some Othoban halflings have chosen to remain in New Thassilon and its neighboring regions, taking a slower approach to exploring the world, while others have set their sights on experiencing the rest of Avistan and beyond, and a smaller group of Othobans has chosen to remain in the safety of Edasseril. As Othobans tend to be studious and observant, those that become adventurers are usually clerics, rogues, or wizards." ] }, { - "type": "pf2-h3", - "name": "Othobans", + "type": "pf2-sidebar", + "page": 44, "source": "LOCG", - "page": 42, + "name": "Uhlam Adventurers", "entries": [ - "With the return of Xin-Edasseril and the rise of New Thassilon near Varisia came a number of Thassilonian people displaced from time. Among these were a small population of Othoban halflings. These halflings lived in ancient Thassilon and were the precursors to many of the halflings that live in Varisia today. Their displacement preserved their unique traits, such as their range of skin tones from pale to dusky. Othoban hair is typically wavy, with colors as varied as their skin, though they are unable to grow facial hair except for thin sideburns. Much like other Thassilonians, Othobans like to wear the latest styles and enjoy having multiple outfits to choose from, often overspending on clothing. However, even Othobans of limited means keep a few welltended articles of clothing they can mix and match to create different looks, and they frequently share clothing with their neighbors\u2014whether their neighbors appreciate it or not.", - "As Othobans are now stepping into a new and strange world, many of them are doing their best to learn about the new time in which they live, pursuing new, exciting, or pleasing sensory experiences. They seek out a variety of local cultures, enjoying as many different variations of art, food, and pageants as their means allow. Many Othobans also thirst for knowledge and delve into reading. These Othobans collect stories, whether from books they've read or tales they've heard in their travels, and spend time contemplating disparate stories to discover common themes. The excitable nature of these Othobans sometimes makes it difficult to keep up with them in conversation, as the halflings continually and energetically jump from topic to topic." + "Many Uhlams spend their entire lives as farmers, herders, and hunters in and around the Verduran Forest. They generally experience adolescent wanderlust to a lesser degree than other halflings; some don't experience it all. As such, few Uhlams intentionally leave their homes to become adventurers. Uhlams generally don't like rushing into danger without careful consideration, but they are especially committed to their friends and families and will gladly risk life and limb if it means they can help someone else. Uhlam halflings are careful thinkers and dedicated naturalists, making them good alchemists, druids, and rangers." ] }, { - "type": "pf2-h3", - "name": "Song'o", + "type": "pf2-sidebar", + "page": 45, "source": "LOCG", - "page": 42, + "name": "Halfling Slang", "entries": [ - "Many halflings live in the Mwangi Expanse, but few are as reclusive as the Song'o halflings of the Laughing Jungle. Unlike most halflings, who adopt the culture of the humanoids near them, Song'o halflings are reclusive and keep their own traditions. Already cautious due to the prevalent dangers of their jungle home, the Chelaxian establishment of the former colony of Sargava taught the Song'o to distrust and flee from outsiders. Today, with the overthrow of that government and the founding of Vidrian, Song'o are just beginning to explore beyond their own communities once more. They still distrust unfamiliar people, prefer to stay out of sight and observe their surroundings, and readily uproot their temporary villages and relocate to new regions deeper in the jungle if they suspect danger is nearby.", - "Because of their skittishness and reluctance to interact with others, Song'o halflings preserve a rich and ancient culture that developed in isolation in the Laughing Jungle. They enjoy fleeting art, such as music made with impromptu items, or sculptures of earth and leaves. Song'o halflings share the dark skin of their Mwangi human neighbors, with black or dark-brown eyes and dark, curly hair. Most Song'o halflings like to paint their bodies, especially their faces, and they enjoy showing off their designs to others, although they are reluctant to compliment even skillful work because they think compliments bring bad luck. They are very fond of flowers and use them to adorn their homes, wagons, and clothing. Song'o halflings wear multiple layers of patterned clothing when possible, with stories about how each layer provides protection from predators, insects, or weather. From a practical standpoint, however, these layers must be lightweight so the halflings don't overheat in their warm jungle; their gauzy but resilient clothing is particularly prized by the few traders who have befriended Song'o halflings. They don't tend toward any particular class, but usually have the Wildwood halfling heritage." + "Halflings in the Inner Sea region have developed unique phrases and slang that they use in their everyday life. These are just a few of these phrases.", + "{@indentFirst {@b Apple Jumping:} A simple task, as even halflings can jump over apples.}", + "{@indentFirst {@b Contract Man/Ma'am/Person:} An enslaved halfling's owner.}", + "{@indentFirst {@b Empty Kerchief:} To lack something. Usually refers to lacking a meal for a hungry halfling.}", + "{@indentFirst {@b Frog Wallow:} A dangerous area that an alert person could have avoided. Careless people \"fall into a frog wallow.\"}", + "{@indentFirst {@b It's Nine Buttons:} Something that is both good and bad. Many halflings consider groups of nine to be unlucky, but buttons to be particularly lucky.}", + "{@indentFirst {@b Side-Side:} Sneaky; something you can only catch out of the side of an eye.}", + "{@indentFirst {@b Zombie Work:} Drudgery.}" ] }, + "For as long as there have been humans in the Inner Sea region, there have been halflings nearby\u2014small, quick, keen-eyed people only half as tall as humans and determined to construct an easy life in the shadows of larger people. Halflings are known for luck and bravery that overshadow their humble size. Although many halflings make their livings as traders or storytellers, most prefer to stay safely in the background. They enjoy being useful to others\u2014and to their own families in particular\u2014but they generally dislike receiving public accolades for their efforts.", + "Halflings in the Inner Sea region tend to share communities with members of taller ancestries, and quite a few halflings live in cities with their extended families. Young halflings are prone to wanderlust, however, and often strike out on their own across the land with little other than the few coins they've scraped together, a lucky memento or two, and their irrepressible personalities. These young halflings are lean and quick, and most are, by human standards, a little bit larcenous in their habits. This inclination to thievery doesn't arise from inherent greed; instead, halflings love lighthearted mischief and also tend to have more communal notions of property. Most halflings simply pick up a tool or bauble when it's useful and return it once they're done with it, though halflings are quick to return an item or pay for a replacement to the best of their ability if asked.", + "Older or more established halflings may take on supporting positions in a community, working as valets, shopkeepers, or artisans, but they retain their keen senses, deft fingers, and cheery outlook even as they age. Older halflings often enjoy doting on younger ones, passing down tools, weapons, and stories, and family bonds among halflings are particularly strong.", + "Halflings place an inordinate amount of trust in their inherent luck, which neighbors view with amazement and slight envy. Most halflings have so many lucky breaks in their lives\u2014minor scrapes from would-be deadly falls, unseen arrows missing their mark, or serendipitous meetings in a busy city\u2014that they rarely even remark upon them. Halflings rely on their good fortune to always be there to support them, and fortune rarely disappoints them for long. Halflings consider luck a personal attribute, like height or hair color, and many conclude that their surfeit offsets their smaller size. Many halflings like to collect items they consider lucky, such as berries and buttons, and are a bit unnerved by unlucky portents, such as birds of prey and splintered wood.", + "Halfling adventurers in the Inner Sea region are usually younger halflings who haven't yet settled down, although tragedy might send an older halfling into the world to rebuild her fortune or recover a lost legacy. The former are likely to be bards, fighters, rogues, or sorcerers, while the latter might be alchemists, clerics, or wizards. In any case, halflings are brave and affable folk who enjoy keeping the spirits of their adventuring companions high.", { - "type": "pf2-h3", - "name": "Uhlams", - "page": 43, + "type": "pf2-h2", + "page": 40, + "name": "Halflings of the Inner Sea", "source": "LOCG", "entries": [ - "Among the depths of the Verduran Forest live Uhlam halflings. These halflings have lived in and around the forest for centuries, enjoying simple lives. Uhlam skin tones range from pale for those who live within the forest to tan tones for those living on the fringes. Most Uhlams are somewhat squat and heavier compared to other halflings. They tend to have hair mostly of lighter tones like blonde, brown, and red, and most Uhlams have trouble growing much facial hair, though sideburns are common. Uhlam eye colors have a wide spectrum including more common colors like blues, browns, and greens to more vibrant coloration like lavender and dark yellow. Uhlam halflings tend to keep their hair short and enjoy simple, functional clothing that is useful and reliable. Such clothing tends to have several flaps and pockets, each containing some useful tool, bit of food, or other sundry item.", - "The relatively stable Uhlam lifestyle, with few external threats, leads many of these halflings to seek out simple comforts and pursuits that they find extremely fulfilling. They often adopt professions that require dedication and discipline, such as farming, sewing, or banking. They also eagerly take on tasks that require planning and hard work, such as shipbuilding or construction. Although Uhlams like the long process of creation, they are often very free with the fruits of their labors. They enjoy crafting comfortable homesteads for family and friends, making a decent living from well-tended crops, and seeing their family fortunes grow from patient investing. While an Othoban halfling might extol the complex flavors of a meal, an Uhlam would instead focus on the many steps to create it and savor seeing loved ones enjoy it." + "The halflings of the Inner Sea region primarily developed alongside the people around them. Halflings living alongside other ancestries soon mimicked these groups in more than just cultures and traditions. These halflings developed into cultures and ethnicities that were distinctly halfling, yet quite similar to those of the other peoples with whom they shared their lives. Many halfling ethnicities are thus close reflections of other ancestries' ethnicities, with halflings sharing the same physiology and cultural traditions of their compatriots, who are often humans. However, even as halflings grew alongside other ancestries, some lived independent lives and developed cultures all their own.", + { + "type": "pf2-h3", + "name": "Chelaxians", + "source": "LOCG", + "page": 41, + "entries": [ + "Halflings have long been slaves in Cheliax, where they are forced to labor in occupations that exploit their keen eyes and quick fingers to produce quick profits for their overseers, such as textile production or orchard picking. Others serve as household slaves, often as cooks or valets; these slaves typically are required to perform less arduous tasks but suffer frequent abuse and dreadful personal accommodations, as when forced to sleep in cupboards. In Cheliax, halflings are derisively called \"slips,\" and their cramped slave quarters are called \"slip kennels.\" Legal punishments for beating, mutilating, or killing a halfling in Cheliax are appallingly light and classified as property crimes, even when perpetrated against the nation's few free halflings.", + "Halflings in Cheliax often band together for protection, such as by working hard to cover for a sick comrade or sharing the burden of an unfair punishment. Halflings take joy in spending time with family, even when they live as slaves, and their desire to protect their family members is, unfortunately, something cruel overseers learn to exploit. A halfling slave who betrays another for personal gain is labeled an \"impkin\" among them and earns a reputation so tainted that most impkin are essentially ostracized by all other halflings." + ] + }, + { + "type": "pf2-h3", + "source": "LOCG", + "name": "Jarics", + "page": 41, + "entries": [ + "Jarics are boisterous halflings who live hidden among the Barrier Wall mountains of northern Garund. Their rugged lifestyle among the peaks has shaped their features. Their skin is deeply tanned and weathered from spending most of their lives outdoors, and their bodies are slightly shorter and stockier compared to other halflings. Jarics are particularly muscular due to traversing the cliffs and rock walls of the Barrier Wall. This prowess steers Jarics toward more physical pursuits such as combat, with many Jaric children growing up wrestling one another for fun. The rough nature of their endeavors leaves many Jarics with black eyes or scars, something they wear with pride. Jarics sport dark brown eyes and darker hair colors, such as black and brown. They enjoy adopting bombastic hair styles and\u2014among men\u2014impressive facial hair. Jarics tend to wear loose-fitting clothing that permits a wide range of physical movement, although they prefer to eschew clothing altogether when doing so won't make their neighbors uncomfortable.", + "Jaric society is a scattered thing, with most Jarics forming small groups and tribes on their own respective mountains. These groups usually number in the dozens, though some reach into the hundreds. These groups usually form hunting and gathering parties, moving across the peaks as they require to survive, with some groups keeping closer to the base of mountains where food and game are more plentiful. Though most Jaric tribes remain mobile, they do maintain a few settlements, most notably the halfling city of Limani in the central Barrier Wall. The city is a hub for thousands of Jaric halflings and is known for its seasonal festivals where Jarics trade food, stories, and blows in the name of friendly competition.", + "Like-minded Jarics in a community often join together in friendly, lively groups called bill-bands. A bill-band is a cross between a club and a gang, and most have pugnacious names like \"Winkle's Freedom Fighters\" or \"Futharc's First Fist.\" Although many bill-bands are groups of swaggering bravos who come together for sparring, sports, or similar pursuits, others form to engage in spirited debates and create collaborative art pieces." + ] + }, + { + "type": "pf2-h3", + "source": "LOCG", + "name": "Mihrinis", + "page": 41, + "entries": [ + "In the distant region of Iobaria, just east of Avistan, live the Mihrini halflings. These halflings developed among the colder climates of the region and have a unique appearance, with sharper chins and wider ears. They are also thinner than most halflings. Their skin is often pale, though some darker tones appear among Mihrinis, especially those living in the River Kingdoms. Most Mihrini halflings have long, fine hair that grows black with white streaks or vice-versa, and they cannot grow facial hair. In addition, the hair on their feet tends to be finer and lighter than that of other halflings. Eye colors among Mihrinis tend to be on the lighter side, with blues and grays being most common. Mihrinis prefer many-layered clothing, particularly garments with several buttons in different styles and textures. Many keep their hair long and loose when not out of place in the local culture, save for small braids close to the scalp that are hidden by hair or a hood.", + "Unfortunately, Mihrini culture is not what it once was. The Choking Plague in Iobaria thinned the numbers of Mihrini halflings over five centuries ago, and the population never truly recovered. The Mihrini survivors soon scattered throughout Iobaria and beyond, partly in hopes of escaping the constant plagues in the region. Today, many Mihrinis live along the eastern edge of Avistan, particularly near Brevoy, Galt, and the River Kingdoms. Mihrini halflings move in large tribes and are typically a nomadic people, uprooting at the first sign of possible disaster. These tribes maintain few written records and instead keep oral histories, telling tales from previous homes and lessons learned from previous dangers.", + "Due to the constant, unpredictable movement throughout their lives, many Mihrinis are predisposed to an anxious disposition. To help stay at ease or remain occupied, many Mihrinis keep a small piece of sturdy string in a pocket or tied around a wrist. Called a hallinette, this string gives the halfling something to keep the fingers occupied, whether in tying or re-tying knots, arranging complicated loops, or even simply twisting it among the fingers." + ] + }, + { + "type": "pf2-h3", + "name": "Othobans", + "source": "LOCG", + "page": 42, + "entries": [ + "With the return of Xin-Edasseril and the rise of New Thassilon near Varisia came a number of Thassilonian people displaced from time. Among these were a small population of Othoban halflings. These halflings lived in ancient Thassilon and were the precursors to many of the halflings that live in Varisia today. Their displacement preserved their unique traits, such as their range of skin tones from pale to dusky. Othoban hair is typically wavy, with colors as varied as their skin, though they are unable to grow facial hair except for thin sideburns. Much like other Thassilonians, Othobans like to wear the latest styles and enjoy having multiple outfits to choose from, often overspending on clothing. However, even Othobans of limited means keep a few welltended articles of clothing they can mix and match to create different looks, and they frequently share clothing with their neighbors\u2014whether their neighbors appreciate it or not.", + "As Othobans are now stepping into a new and strange world, many of them are doing their best to learn about the new time in which they live, pursuing new, exciting, or pleasing sensory experiences. They seek out a variety of local cultures, enjoying as many different variations of art, food, and pageants as their means allow. Many Othobans also thirst for knowledge and delve into reading. These Othobans collect stories, whether from books they've read or tales they've heard in their travels, and spend time contemplating disparate stories to discover common themes. The excitable nature of these Othobans sometimes makes it difficult to keep up with them in conversation, as the halflings continually and energetically jump from topic to topic." + ] + }, + { + "type": "pf2-h3", + "name": "Song'o", + "source": "LOCG", + "page": 42, + "entries": [ + "Many halflings live in the Mwangi Expanse, but few are as reclusive as the Song'o halflings of the Laughing Jungle. Unlike most halflings, who adopt the culture of the humanoids near them, Song'o halflings are reclusive and keep their own traditions. Already cautious due to the prevalent dangers of their jungle home, the Chelaxian establishment of the former colony of Sargava taught the Song'o to distrust and flee from outsiders. Today, with the overthrow of that government and the founding of Vidrian, Song'o are just beginning to explore beyond their own communities once more. They still distrust unfamiliar people, prefer to stay out of sight and observe their surroundings, and readily uproot their temporary villages and relocate to new regions deeper in the jungle if they suspect danger is nearby.", + "Because of their skittishness and reluctance to interact with others, Song'o halflings preserve a rich and ancient culture that developed in isolation in the Laughing Jungle. They enjoy fleeting art, such as music made with impromptu items, or sculptures of earth and leaves. Song'o halflings share the dark skin of their Mwangi human neighbors, with black or dark-brown eyes and dark, curly hair. Most Song'o halflings like to paint their bodies, especially their faces, and they enjoy showing off their designs to others, although they are reluctant to compliment even skillful work because they think compliments bring bad luck. They are very fond of flowers and use them to adorn their homes, wagons, and clothing. Song'o halflings wear multiple layers of patterned clothing when possible, with stories about how each layer provides protection from predators, insects, or weather. From a practical standpoint, however, these layers must be lightweight so the halflings don't overheat in their warm jungle; their gauzy but resilient clothing is particularly prized by the few traders who have befriended Song'o halflings. They don't tend toward any particular class, but usually have the Wildwood halfling heritage." + ] + }, + { + "type": "pf2-h3", + "name": "Uhlams", + "page": 43, + "source": "LOCG", + "entries": [ + "Among the depths of the Verduran Forest live Uhlam halflings. These halflings have lived in and around the forest for centuries, enjoying simple lives. Uhlam skin tones range from pale for those who live within the forest to tan tones for those living on the fringes. Most Uhlams are somewhat squat and heavier compared to other halflings. They tend to have hair mostly of lighter tones like blonde, brown, and red, and most Uhlams have trouble growing much facial hair, though sideburns are common. Uhlam eye colors have a wide spectrum including more common colors like blues, browns, and greens to more vibrant coloration like lavender and dark yellow. Uhlam halflings tend to keep their hair short and enjoy simple, functional clothing that is useful and reliable. Such clothing tends to have several flaps and pockets, each containing some useful tool, bit of food, or other sundry item.", + "The relatively stable Uhlam lifestyle, with few external threats, leads many of these halflings to seek out simple comforts and pursuits that they find extremely fulfilling. They often adopt professions that require dedication and discipline, such as farming, sewing, or banking. They also eagerly take on tasks that require planning and hard work, such as shipbuilding or construction. Although Uhlams like the long process of creation, they are often very free with the fruits of their labors. They enjoy crafting comfortable homesteads for family and friends, making a decent living from well-tended crops, and seeing their family fortunes grow from patient investing. While an Othoban halfling might extol the complex flavors of a meal, an Uhlam would instead focus on the many steps to create it and savor seeing loved ones enjoy it." + ] + } ] } ] - }, - { - "type": "pf2-sidebar", - "page": 44, - "source": "LOCG", - "name": "Uhlam Adventurers", - "entries": [ - "Many Uhlams spend their entire lives as farmers, herders, and hunters in and around the Verduran Forest. They generally experience adolescent wanderlust to a lesser degree than other halflings; some don't experience it all. As such, few Uhlams intentionally leave their homes to become adventurers. Uhlams generally don't like rushing into danger without careful consideration, but they are especially committed to their friends and families and will gladly risk life and limb if it means they can help someone else. Uhlam halflings are careful thinkers and dedicated naturalists, making them good alchemists, druids, and rangers." - ] - }, - { - "type": "pf2-sidebar", - "page": 45, - "source": "LOCG", - "name": "Halfling Slang", - "entries": [ - "Halflings in the Inner Sea region have developed unique phrases and slang that they use in their everyday life. These are just a few of these phrases.", - "{@indentFirst {@b Apple Jumping:} A simple task, as even halflings can jump over apples.}", - "{@indentFirst {@b Contract Man/Ma'am/Person:} An enslaved halfling's owner.}", - "{@indentFirst {@b Empty Kerchief:} To lack something. Usually refers to lacking a meal for a hungry halfling.}", - "{@indentFirst {@b Frog Wallow:} A dangerous area that an alert person could have avoided. Careless people \"fall into a frog wallow.\"}", - "{@indentFirst {@b It's Nine Buttons:} Something that is both good and bad. Many halflings consider groups of nine to be unlucky, but buttons to be particularly lucky.}", - "{@indentFirst {@b Side-Side:} Sneaky; something you can only catch out of the side of an eye.}", - "{@indentFirst {@b Zombie Work:} Drudgery.}" - ] } ], "heritageInfo": [ diff --git a/data/ancestries/ancestry-human.json b/data/ancestries/ancestry-human.json index edb70ef0c6..687e7d5573 100644 --- a/data/ancestries/ancestry-human.json +++ b/data/ancestries/ancestry-human.json @@ -99,321 +99,318 @@ "page": 55, "name": "Ethnicities", "entries": [ - "A variety of human ethnic groups\u2014many of which have origins on distant lands\u2014populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home. Information about Golarion's human ethnicities appears on page 430 in Chapter 8.", - "Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language." + "A variety of human ethnic groups\u2014many of which have origins on distant lands\u2014populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home. Information about Golarion's human ethnicities appear below.", + "Characters of human ethnicities in the Inner Sea region speak {@language Common} (also known as {@language Taldane}), and some ethnicities grant access to an uncommon language." ] }, { - "type": "pf2-sidebar", - "page": 6, - "source": "LOCG", - "name": "Lirgeni", - "entries": [ - "The Lirgeni people are refugees of mixed Garundi and Mwangi descent from the sunken nation of Lirgen, which was destroyed by the Eye of Abendego a century ago. Most survivors fled, and many now live in the city of Jaha along with lizardfolk allies. Those who traveled further, or who had left before their nation was destroyed, carried the ancient traditions of the Saoc Brethren, master astrologers and scholars, to settlements along the Inner Sea. A few still remain in their drowned cities, fending off storms and struggling to survive." - ] - }, - { - "type": "entriesOtherSource", - "page": 5, - "source": "LOCG", - "entries": [ - "Humanity has been the dominant force on the planet for over 10,000 years, spreading to every corner of the globe\u2014from the highest mountain to the deepest vault of the Darklands, from the frozen Crown of the World to the jungles of southeastern Casmaron\u2014to found a vast assortment of kingdoms, cities, confederations, states, clans, and empires.", - "One of the first great human civilizations was proud Azlant, born on a now-destroyed continent in the middle of the Arcadian Ocean. Earthfall obliterated Azlant and its colonies, but new societies arose from the ruins. The Jistka Imperium, masters of golemancy and genie-binding; the Shory and their flying cities; Osirion in all of its pharaonic splendor\u2014these names have come down through history as bywords for greatness, power, and knowledge. This was the era when Old-Mage Jatembe and his Ten Magic Warriors brought magic back to humanity and established the center of learning at Magaambya, when Prince Taldaris of Oppara unified the city-states of Taldor into a fledgling empire, when the tarrasque toppled the ziggurats of Ninshabur. This was the age that ended with the ascendance of Aroden, the Last Azlanti, God of Humanity.", - "The centuries that followed saw the gradual formation of the modern Inner Sea region. The Witch-Queen Baba Yaga founded Irrisen and set a succession of daughters on its throne. Taldor entered a slow decline, losing territory to the Padishah Empire of Kelesh and to internal rebellions that culminated in the founding of Cheliax. Choral the Conqueror forged the lands of Brevoy. Diadian Ruel founded the Hellknights and the Varisian hero Suididia Ustav established Ustalav. Humanity made its mark on history. Then a century ago, Aroden died.", - "Thus began the present era, the Age of Lost Omens.", - "Aroden's death caused destruction across all of Golarion. In the north, a portal to the Abyss consumed the nation of Sarkoris as legions of the damned poured from the resulting Worldwound. In the south, an unceasing hurricane called the Eye of Abendego drowned the homeland of the Lirgeni and the Yamasans. Prophecies around the world failed, and humanity found itself without a patron god\u2014but humans persisted, as they always do. To this day, they remain widespread and ambitious as they continue to leave their mark on Golarion.", - "Humans offer players a number of advantages as characters. They're familiar; humans on Golarion are little different from humans on Earth. They live, love, hope, fear, curse, pray, and die in much the same way. They're ubiquitous. Humans are by far the most widespread sapient species on Golarion\u2014no matter where someone might look, there are likely humans nearby. Finally, they're diverse. A human can be anything and do anything, as their talents are infinitely adaptable to any task. No matter what idea a player has, somewhere there are humans who can fit that concept." - ] - }, - { - "type": "pf2-sidebar", - "page": 8, - "source": "LOCG", - "name": "Taldan Diaspora", - "entries": [ - "At its peak, the empire of Taldor stretched across Avistan from the western edge of Casmaron to the eastern shores of the Arcadian Ocean. The empire began crumbling centuries ago, but political developments during the Age of Lost Omens swiftly led to significant cultural differences in the lands once part of the empire. Modern nations with significant Taldan cultural influence include devil-worshipping Cheliax, democratic Andoran, and revolution-torn Galt." - ] - }, - { - "type": "pf2-sidebar", - "page": 11, - "source": "LOCG", - "name": "Thassilonian", - "entries": [ - "Thassilonians are ethnically Azlanti (page 10), but their culture differs greatly from that of Azlant. Some of the residents of New Thassilon are trying to reclaim the long-past emperor Xin's legacy of unity and mutual cooperation and atone for past crimes, though old habits die hard. Many New Thassilonians worship Lissala, the ancient Azlanti goddess of runes and fate, or the Redeemer Queen Nocticula, a former demon lord with an interest in redemption." - ] - }, - { - "type": "pf2-sidebar", - "page": 13, - "source": "LOCG", - "name": "Half-Elf Heritages", - "entries": [ - "Half-elves often have complicated relationships with their parent ancestries. Aquatic Shoreborn can rarely breathe water, making their differences starkly evident. Arctic Snowborn may have close relationships with their parents, but rarely with other family, and drow-descended Hollowborn struggle to find even that much acceptance. Others, like the Mualijae Mistborn or the Spireborn of the Mordant Spire, however, hold valued roles among their elven kin." - ] - }, - { - "type": "pf2-sidebar", - "page": 14, - "source": "LOCG", - "name": "Half-Orc Heritages", - "entries": [ - "The common stereotype of half-orcs in Avistan is that of savagery, but this view can vary wildly by culture. Mountaindwelling Cragkin are respected for their boldness. Jungle Rainkin are the golden children of their clans, saddled with high expectations. Desert Sandkin are associated with Sarenrae, and many call themselves the chosen of the goddess. Arctic Frostkin and Darklands Gloomkin are usually looked down upon by their respective orc cultures, seen as mere caretakers or scholars." - ] - }, - { - "type": "pf2-h2", - "page": 6, - "name": "Humans of the Inner Sea", - "source": "LOCG", + "type": "pf2-h3", + "page": 430, + "source": "CRB", + "name": "Human Ethnicities", + "collapsible": true, "entries": [ - "When discussing human ethnicities on Golarion, it is important to note that what is called an ethnic group is to some extent an arbitrary label\u2014a person may call themself Lyrune-Quah, Shoanti, Varisian, or Avistani, all with equal truth. As in the real world, humanity on Golarion is a broad continuum of life, not a collection of neatly organized groups.", - { - "type": "pf2-h3", - "name": "Erutaki", - "source": "LOCG", - "page": 6, - "entries": [ - "Erutaki are a collection of peoples who live in the far north of Golarion, among the glaciers of the Crown of the World. They're a short, compact people, with rich, terra-cotta skin\u2014often weathered by the icy winds of their homeland\u2014and straight black hair that both men and women tend to wear short. Many Erutaki are semi-nomadic, following the migrations of reindeer or musk oxen, while others live along the coasts, fishing and whaling in the rich waters off the Crown of the World. Living in such a harsh environment, Erutaki are constantly aware of the limits of human power, and strive to live with nature rather than fighting it. Erutaki masculine names include Aklaq, Oki, and Tulimak; feminine names include Aluki, Liak, and Noayak; and gender-neutral names include Amaruq, Miki, and Yuka. Many Erutaki names are names of animals or places with desirable qualities, such as Uqalik, or \"snow hare.\"" - ] - }, + "A variety of ethnic groups make up the human populace of the continents bordering Golarion's Inner Sea. Many of these groups have origins on distant lands, but the Inner Sea region has a diverse population drawn from across the globe. Human characters can be from any of these ethnicities, regardless of what land they call home.", + "Characters from these ethnicities speak Common if they come from the Inner Sea region, and some ethnicities give access to a regional language or another uncommon language. Half-elves and half-orcs arise across all human ethnicities and bear the features of both those ethnicities and their non-human parents.", { "type": "pf2-h3", - "source": "LOCG", + "page": 430, "name": "Garundi", - "page": 6, "entries": [ - "Garundi hail from the northern part of the continent of Garund, though smaller communities are found throughout the Inner Sea region. They are among the tallest humans on Golarion; the average Garundi stands most of a head above others. They typically have broad shoulders, high cheekbones, and large and expressive eyes of some dark shade. Skin tones range from tawny to dark brown, while hair is usually black or brown, often going gray early. Freckles and birthmarks are common, and many add delicate facial tattoos. In ancient days, Garundi ruled some of the greatest empires of Golarion, most famously much-storied Osirion and the flying cities of the Shory. Today, those empires may be diminished or gone, but Garundi remain a cosmopolitan people, respectful of the past but more interested in forging new destinies. Garundi masculine names include Annaber, Himmi, and Tabat; feminine names include Ghida, Leysa, and Tiziri; and gender-neutral names include Hannan, Kadin, and Maimun." + "Garundi span the nations of northern Garund along the shores of the Inner Sea, and their clans are known for strength and empathy, treating their neighbors with compassion and respect. Their skin tones often range from dark brown to beige, and they often have tall statures, broad shoulders, and high cheekbones. Garundi have access to the {@language Osiriani} language." ] }, { "type": "pf2-h3", + "page": 430, "name": "Keleshite", - "page": 6, "entries": [ - "Keleshite culture originated on the continent of Casmaron, from a collection of desert nomads known as Althameri. This people eventually created one of the largest empires Golarion has seen, a multi-ethnic melting pot known as the Padishah Empire of Kelesh. In Avistan, Keleshites are known for their merchants, poets, and diplomats\u2014though unafraid of conflict, they traditionally prefer to talk their way out of problems. A typical Keleshite is lean and gold or tawny skinned, with jet-black hair and brown or amber eyes, but midnight-black or pale-white skin are hardly unknown. Keleshite names are long and complex, incorporating matronymics, nomadic origins, city of residence, and even profession or notable ancestors, though for daily use most Keleshites limit themselves to their first name and sometimes a matronymic (al-). Masculine names include Abannak, Karif, and Sabit; feminine names include Bardiyyah, Qitarah, and Nahla; and gender-neutral names include Ghali, Rayane, and Zhar." + "Tracing their origins to the Keleshite Empire in the eastern deserts, Keleshites often have black hair, brown eyes, and dark- to cool-brown skin. Their culture takes pride in the empire's legacy, valuing boldness, wit, and luxury. Fashions tend to incorporate flowing fabrics, headdresses, and turbans. Keleshites have access to the {@language Kelish} language." ] }, { - "source": "LOCG", "type": "pf2-h3", + "page": 430, "name": "Kellid", - "page": 7, "entries": [ - "Though they once ranged across all of Avistan, Kellid clans now live primarily in the north of Avistan, on the tundras and steppes that stretch from Numeria to the Realm of the Mammoth Lords. Kellids are typically tall and wiry, with lightbrown skin often tanned by the elements, and dark-brown or black hair that is prone to graying at an early age. Many Kellids live in nomadic clans that follow the megafauna of their homeland, as they have for millennia. Living so close to the Worldwound and the witches of Irrisen has given Kellids a well-founded distrust of outsiders in general and of magic in particular. Kellid feminine names include Belka, Dafur, and Jalket; masculine names include Dron, Kronug, and Zoresk; and gender-neutral names include Aeld, Neflhun, and Roan. Few Kellids bother with surnames, though a clan name can substitute, and prominent or far-traveling Kellids sometimes adopt titles such as Beast-Stalker or Snow Mane." + "In the mountains and steppes of northern Avistan, Kellids live hard lives to survive the threats of the wild, wary of magic and relying on skill and might when hunting and fighting. They are typically a brawny and dark-haired people, tanned and bearing eyes that are often black, blue, or gray. Kellids have access to the {@language Hallit} language." ] }, { "type": "pf2-h3", + "page": 430, "name": "Mwangi", - "source": "LOCG", - "page": 7, "entries": [ - "To speak of Mwangi as a single people is to speak of Avistan as one nation\u2014Mwangi is the name used to refer to the many residents of the Garundi interior, including a number of discrete ethnic groups. The most populous and widespread of these are the Zenj, with umber skin and distinctive, tightly curled black hair. Their settlements and small kingdoms span the breadth of the Mwangi Expanse, and their deep and rich traditions reach back before Old-Mage Jatembe's founding of the Magaambya. Zenj masculine names include Gakere, Jelani, and Mwenye; feminine names include Chausiku, Mukondi, and Xabala; and genderneutral names include Desta, Imani, and Lishan. Mauxi, by contrast, reside primarily in Thuvia and Rahadoum, and are culturally closer to Garundi than to other Mwangi. They are distinguished by their ashen skin, lighter brown hair, and common freckles. Bekyar commonly live as fishers and raiders along the southwestern coast of Garund and inland as far as the Bandu Hills. They are a head taller than most other Mwangi, with muscular builds. Bonuwat are traders and incomparable seafarers whose trade routes along the western coast were established long before other peoples reached the region. They tend to have sepiabrown skin, black hair, and eye colors such as green, blue, and hazel. The Caldaru are a smaller group, concentrated in the merchant city-state of Senghor; they frequently have blue or green eyes and gold or tawny skin." + "Spread across the vast continent of Garund, from the parched deserts in the north to the dense jungles of the Mwangi Expanse, the Mwangi people are divided into four diverse subgroups: Bekyar, Bonuwat, Mauxi, and Zenj. Mwangi skin tones range from black to dark-brown to ocher, and they have black or dark-brown hair. Mwangi have access to the {@language Mwangi} language." ] }, { "type": "pf2-h3", + "page": 430, "name": "Nidalese", - "source": "LOCG", - "page": 7, "entries": [ - "The land of Nidal in central Avistan is one of the oldest surviving countries in the Inner Sea region. Millennia ago, in the violent and chaotic aftermath of Earthfall, three Kellid horselords forged a dark pact with the god Zon-Kuthon to assure their survival. To this day, their descendants honor that pact, willing or not. That said, most Nidalese peasants and townsfolk live quiet lives, trying to avoid the Kuthite priesthood and the nobility of the Umbral Court. Nidalese are a slender, delicate-looking people, with ashen gray skin, black hair often cut short or shaved, and a strong tendency towards black irises. Nidalese masculine names include Chartaigne, Helthir, and Theanor; feminine names include Celefin, Grenda, and Virexia; and gender-neutral names include Eilan, Haolais, and Kerrech. While surnames are common enough, many Nidalese identify by their place of birth or training, introducing themselves as \"of Nisroch\" or \"of Pangolais.\"" + "Nidalese hail from a culture that escaped destruction during the Earthfall, when a swarm of meteoroids carved out the Inner Sea. The ancient Nidalese pledged fealty to an evil shadow god to obtain salvation, and the grip of Zon-Kuthon has tainted these people ever since. Nidalese tend toward gray, ashy skin tones, with white, gray, or black hair. Nidalese have access to the {@language Shadowtongue} language." ] }, { "type": "pf2-h3", + "page": 430, "name": "Shoanti", - "page": 8, "entries": [ - "Shoanti are nomads who roam the Storval Plateau, having taken refuge there after being forced from their homeland in southern Varisia by Chelaxian colonists. They are a tall and strongly built people, with tawny or fawn skin usually heavily tanned by the elements. Shoanti are most easily identified by the fact that most adults shave their heads, and by the complex tattoos that traditional members of the clans wear across their bodies. These tattoos are connected to the quahs, seven overarching clans, each guarded by patron spirits and deities. The Shoanti quahs are the Lyrune-Quah, who are archers and hunters; the Shadde-Quah, who are fishermen and sailors; the Shriikirri-Quah, who are riders and animal trainers; the Shundar-Quah, who are diplomats and magicians; the Sklar-Quah, who are warriors and soldiers; the Skoan-Quah, who serve as guardians of the dead; and the Tamiir-Quah, who are raiders and mountaineers. A Shoanti is given a birth name and then adopts an adult name after undergoing a rite of passage. Shoanti masculine names include Garidan, Hargev, and Shadfrar; feminine names include Ahalak, Tanjah, and Imenida; and gender-neutral names include Ghota, Shakkah, and Shri. Traditional Shoanti names are usually paired with a title such as Horse Dancer, Break Bones, or Twelve Suns." + "The Shoanti clans called quahs were long ago pushed out of lush territory in the nation of Varisia into the harsh badlands of the Storval Plateau. Stalwart and tenacious, they remain oath-sworn to someday retake what they've lost. Their skin tones typically range from sepia to russet, and quah members are easily identified by their shaved heads and traditional tattoos. Shoanti have access to the {@language Shoanti} language." ] }, { "type": "pf2-h3", - "source": "LOCG", + "page": 431, "name": "Taldan", - "page": 8, "entries": [ - "Taldans come from the eastern part of Avistan, and at their empire's height they ruled over half the continent. Today Taldor is much diminished, but Taldans' art, literature, and scholarship still set the standard for the Inner Sea region, and the Taldane language is so widespread as to be the language known as \"Common\" in Avistan. Their accomplishments are matched only by their egos\u2014the Taldans of Taldor in particular tend to believe their land is the center of civilization in Avistan. Taldans typically have bronze, gold, or tawny skin; lightly curled brown hair; aquiline noses; and green, gray, or amber eyes. Taldan masculine names include Brontius, Cosmin, and Thocero; feminine names are Ionnia, Epiphania, and Sergia; and gender-neutral names include Amadis, Marin, and Orien. Surnames include Mavrogenis, Synadenos, and Vatatze." + "Renowned as artisans, scholars, and soldiers, Taldans have spread throughout Avistan, as the empire of Taldor once spanned almost half of the northern continent. Taldans often have brown hair, pale-white to deep-bronze skin, and green, gray, or amber eyes. Their native language, {@language Taldane}, is so widespread that it is also called {@language Common}." ] }, { "type": "pf2-h3", + "page": 431, "name": "Tian", - "source": "LOCG", - "page": 8, "entries": [ - "\"Tian\" is much like \"Avistani\" or \"Mwangi\": a term for the many different residents of several kingdoms and countries, in this case on the distant continent of Tian Xia. The largest Tian ethnic groups are as follows. Tian-Shu are the most populous of the Tian peoples and those most often seen in the Inner Sea region. They are typically characterized by small stature, dusky skin, and black or dark-brown straight hair; their culture is staunchly meritocratic. Tian-Sing, who hail from the western islands, are identified by their wavy hair and sepia skin tones. They have a long history as fishers, pirates, and traders in equal measure, and they share a fondness for piercings and tattoos. Tian-Min are best known for their masterful warriors and a highly codified system of social rules and etiquette; they are paler than most other Tian ethnicities, with a diverse range of eye colors. Arising from nomadic equestrian communities, many Tian-La remain fearsome raiders, with weathered bronze skin and rough hair that is often braided. Tian-Hwan are the shortest of the Tian ethnic groups, with slight builds and tan skin. Their homeland is matriarchal and produces famed arcanists, diplomats, and pragmatic problem-solvers. Tian-Dtang have a reputation as a friendly, pacifistic people, albeit with an infamous sense of humor. While slender and tawny-skinned like Tian-Hwan, Tian-Dtang also have a distinctive cultural practice of shaving part of their heads. Tian-Yae trace their lineage back to the Shory people of Yjae, and as a result they have darker brown skin than most Tian, straight black hair, and a strong affinity for air magic. Tian-Dan proudly claim descent from dragons, and the occasional individual with unusually vibrant eyes or hair gives credence to this assertion.", - "Tian names are usually arranged with the family name first, followed by the personal name. Tian-Shu masculine names include Bei, Kao, and Si -Dao; feminine ones include Jin-Shan, Lai, and Xiao; and gender-neutral names include Guiying, Ming, and Su. Family names include Dai, Qian, and Yi." + "Few in number in the Inner Sea region, Tians originally come from myriad nations in Tian Xia, a continent on the opposite side of the world. They typically have dark hair, but their body types, skin tones, and eye colors vary greatly, as \"Tian\" is in fact a general term describing several ethnicities. Tians have access to the {@language Tien} language." ] }, { "type": "pf2-h3", + "page": 431, "name": "Ulfen", - "page": 9, - "source": "LOCG", "entries": [ - "Hailing from the north of Avistan and the Land of the Linnorm Kings, Ulfen are among the most widely traveled of all of Golarion's peoples. Wherever they go, they stand out, as they are a tall, broad-shouldered people. Ulfen tend towards fair skin, rosy cheeks, and blond, light-brown, or reddish hair. In Ulfen communities, beards are common among men, and all hair is usually braided regardless of gender. Rather than try to eke a living from the rocky soil of their chilly homeland, many Ulfen seek their fortunes abroad. Some are raiders, descending on coastal villages in their longboats, while others are traders and explorers, traveling as far as Garund or Vudra. Others become mercenaries\u2014Ulfen bodyguards are proverbial for their ferocity and loyalty. Ulfen feminine names include Brid, Jorunn, and Svala; masculine names include Gundar, Sjogun, and Einarr; and gender-neutral names include Alva, Inge, and Selb. Ulfen have a system of patronymics and matronymics (-sson, -dottir), and many acquire bynames such as Firebeard or Troll-Biter in honor of notable attributes or events." + "The coastal raiders of the Ulfen clans are skilled sailors and bodyguards. They're often tall, with pale to ruddy skin and blond, light-brown, or red hair. They typically show pride in their appearances by adorning themselves with furs, horn, and ivory. Ulfen have access to the {@language Skald} language." ] }, { "type": "pf2-h3", + "page": 431, "name": "Varisian", - "source": "LOCG", - "page": 9, "entries": [ - "Varisians are one of the most widespread peoples of Avistan, their lands stretching from their ancient homeland of Varisia in the west to the edge of Numeria in the east. They are a wiry, short people, with tawny, gold, or russet -brown skin and a wide array of hair and eye colors. While most have dark eyes and wavy brown hair, rare features such as violet eyes or platinum hair are not all that unusual. Outsiders may often associate Varisians with roaming merchant caravans, the practice of harrow card reading (a form of fortune-telling), and the worship of Desna, goddess of dreams. However, Varisians form the majority of permanent residents in the great cities of Magnimar, Lepidstadt, and others, where they outnumber their wandering kin a hundred times over. Varisian masculine names include Bastian, Guillen, and Oriche; feminine names include Astella, Iguazel, and Merzez; and gender-neutral names include Cande, Guiomar, and Zorion." + "Varisians historically favored a nomadic life of roving caravans, but today many lead a settled lifestyle in places like Ustalav and their namesake land. Their skin tones typically range from tawny beige to khaki. They have a wide variety of hair colors from platinum to red to brown, and their large, expressive eyes range into even rarer colors like violet and gold. Varisians have access to the {@language Varisian} language." ] }, { "type": "pf2-h3", + "page": 431, "name": "Vudrani", - "source": "LOCG", - "page": 9, "entries": [ - "Vudrani hail from the distant Impossible Kingdoms of Vudra, a collection of semi-independent kingdoms in the southeast of Casmaron. Vudrani who live in the Inner Sea region, however, mostly emigrate from the island of Jalmeray, off the coast of Nex. Most Vudrani, including Jalmeri, are slim and slight in build, with dark eyes, dark hair, and skin tones that range from tawny to umber. Much of traditional Vudrani life is organized around religious and philosophical scriptures of many different gods and traditions, and around a powerful monastic tradition of self-improvement and self-perfection. Though few Vudrani become full monks, their influence is widespread in Vudrani culture. Vudrani masculine names include Bahurja, Ksaya, and Sohan; feminine names include Anjasi, Jaivati, and Vasundhara; and gender-neutral names include Bala, Jaya, and Kanti." - ] - }, - { - "type": "pf2-h3", - "name": "Other Ethnicities", - "source": "LOCG", - "page": 9, - "entries": [ - "The human ethnicities presented in this section are only a sampling of the breadth of human variety in Golarion\u2014a sampling that represents the larger part of the humans one might meet in the Inner Sea region, but it is in no way exhaustive. Iobarians are a diverse people found east of Brevoy, likely related to Ulfen, Kellids, and Taldans. They have long lived in small clans in the wilderness, raiding one another for cattle. Travelers in Irrisen may meet Jadwiga, who once ruled that land. All Jadwiga trace their ancestry to one of the witch -queens of Irrisen, and to their common mother, the ancient witch Baba Yaga. Jadwiga have an affinity for ice magic; they are pale and whitehaired, and frequently have blue or sea-green eyes. Varki are relatives of the Erutaki, originating in the mountains of northern Avistan where most make a living as hunters and herders. Further abroad, the continents of Casmaron and Arcadia are home to many more ethnicities, but these Casmar and Arcadian folk venture only rarely to the Inner Sea region." - ] - }, - { - "type": "pf2-h4", - "name": "Azlanti", - "source": "LOCG", - "page": 10, - "entries": [ - "The ancient Azlanti were tall and athletic people, with expressive eyebrows and a tendency toward widow's peaks. Skin color ran the gamut from midnight black to snow pale. Dark indigo and violet eyes were common among those with Azlanti heritage. Azlanti humans were thought lost, as after Earthfall, the scattered survivors merged with the Varisian peoples. But recently, a temporal paradox of unimaginable power pulled a small population of Azlanti humans 10,000 years forward into the present day, where they are swiftly adapting to their new situation." - ] - }, - { - "type": "pf2-h4", - "name": "Half-Elves", - "page": 10, - "source": "LOCG", - "entries": [ - "Half-elves have been part of society for as long as humans and elves have lived alongside one another. The inevitable offspring of close association, half-elves are a people caught betwixt and between, with elven agelessness and skill on one side, and human energy and passion on the other. Physically, half-elves resemble humans with pointed ears, thin features, and a tall and slender build, though some reflect one or the other part of their heritage more strongly. Half-elves pass on both ancestries to their children; many half-elves are the children of other half-elves.", - "Half-elves have no single home or origin. As a result, what half-elven cultures exist typically emphasize fitting in, adapting, and making do\u2014finding a home somewhere and somehow. Many half-elves become intermediaries between different people, their unique upbringing helping them see all facets of a relationship. In more recent years, some half-elven philosophers and artists have pushed the idea of the Soul's Homeland\u2014that half-elves are not simply half human and half elven, but something wholly unique, adaptable yet understanding, which will one day blossom into its own society and nation.", - "Half-elf identities are complicated, as they encompass both their human and elven nationality and heritage. Half-elf ethnicities include the Gateborn, descended from Aiudeen elves; Snowborn, descended from Ilverani; Mistborn, descended from Mualijae; Spireborn, descended from Spiresworn; Hollowborn, descended from drow; and Shoreborn, descended from aquatic elves. How half-elves relate to the elven side of their ancestry frequently depends on their elven heritage. Hollowborn are widely scorned and often must claw for every advantage to survive. Meanwhile, Mistborn and Spireborn hold valued roles as interpreters and lorekeepers among the Ekujae and as ambassadors and spies for the Spiresworn, respectively." - ] - }, - { - "type": "pf2-h4", - "name": "Half-Orcs", - "source": "LOCG", - "page": 10, - "entries": [ - "In northern Avistan, half-orcs tell the story of how the goddess Pharasma, exasperated by all the souls that came to her from every clash of orc and human, directed that a portion be returned as the children of the two species, to spare her the trouble of sorting them. Farther south, half-orcs claim that the Lord of Iron, Gorum, was a half-orc, and allowed humans and orcs to mix so that he could be born. Regardless, half-orcs are born from humans, orcs, and half-orcs, with many half-orcs the children of two half-orc parents. They stand 6 or 7 feet tall, broad-shouldered and heavily muscled, with greenish -gray skin, dark hair, and tusk-like canine teeth.", - "Half-orcs often find commonality in their shared struggles. Humans and orcs have rarely gotten along, and so most half-orcs endure prejudice, racism, and sometimes outright slavery among human societies\u2014though after the orcs of Belkzen rose up against the recently revived Whispering Tyrant, this conflict has somewhat lessened. This prejudice has resulted in a growing culture that prizes self-sufficiency and competition, as well as argument and debate\u2014after all, words are one of the hardest things to take away. Some half-orcs are fortunate enough to live in societies that prize them; in the martial Shoanti and Ulfen cultures, for example, skin color is less important than the ability to heft an axe." + "Though the empire of Vudra is far to the east, it has a foothold in the Inner Sea on the island of Jalmeray. A widespread belief in reincarnation makes dedication to self-improvement a hallmark of Vudrani culture. Vudrani typically have dark eyes and skin tones that run from umber to tawny. Their hair is often black and ranges in thickness and texture. Piercings, jewelry, and makeup are common adornments among Vudrani. Vudrani have access to the {@language Vudrani} language." ] } ] }, { "type": "pf2-h2", - "page": 55, - "name": "Half-Elves", + "name": "Humans", + "page": 5, + "source": "LOCG", + "collapsible": true, "entries": [ { "type": "pf2-sidebar", - "page": 55, - "name": "OTHER HALVES", - "entries": [ - "By default, half-elves and half-orcs descend from humans, but your GM might allow you to be the offspring of an elf, orc, or different ancestry. In these cases, the GM will let you select the half-elf or half-orc heritage as the heritage for this other ancestry. The most likely other parent of a half-elf are gnomes and halflings, and the most likely parents of a half-orc are goblins, halflings, and dwarves." - ] - }, - "A half-elf is born to an elf and a human, or to two half-elves. The life of a half-elf can be difficult, often marked by a struggle to fit in. Half-elves don't have their own homeland on Golarion, nor are populations of half-elves particularly tied to one another, since they often have very disparate human and elven traditions. Instead, most half-elves attempt to find acceptance in either human or elven settlements.", - "Half-elves often appear primarily human, with subtly pointed ears and a taller stature than most full-blooded humans. Half-elves lack the almost alien eyes of their elf parents, though they do have a natural presence\u2014and often a striking beauty\u2014that leads many to become artists or entertainers. Despite this innate appeal, many half.elves have difficulty forming lasting bonds with either humans or elves due to the distance they feel from both peoples as a whole.", - "Half-elves live longer than other humans, often reaching an age around 150 years. This causes some of them to fear friendship and romance with humans, knowing that they'll likely outlive their companions.", - { - "type": "pf2-h3", - "page": 55, - "name": "Playing a Half-Elf", + "page": 6, + "source": "LOCG", + "name": "Lirgeni", "entries": [ - "You can create a half-elf character by selecting the half-elf heritage at 1st level. This gives you access to elf and half-elf ancestry feats in addition to human ancestry feats." + "The Lirgeni people are refugees of mixed Garundi and Mwangi descent from the sunken nation of Lirgen, which was destroyed by the Eye of Abendego a century ago. Most survivors fled, and many now live in the city of Jaha along with lizardfolk allies. Those who traveled further, or who had left before their nation was destroyed, carried the ancient traditions of the Saoc Brethren, master astrologers and scholars, to settlements along the Inner Sea. A few still remain in their drowned cities, fending off storms and struggling to survive." ] }, + "Humanity has been the dominant force on the planet for over 10,000 years, spreading to every corner of the globe\u2014from the highest mountain to the deepest vault of the Darklands, from the frozen Crown of the World to the jungles of southeastern Casmaron\u2014to found a vast assortment of kingdoms, cities, confederations, states, clans, and empires.", + "One of the first great human civilizations was proud Azlant, born on a now-destroyed continent in the middle of the Arcadian Ocean. Earthfall obliterated Azlant and its colonies, but new societies arose from the ruins. The Jistka Imperium, masters of golemancy and genie-binding; the Shory and their flying cities; Osirion in all of its pharaonic splendor\u2014these names have come down through history as bywords for greatness, power, and knowledge. This was the era when Old-Mage Jatembe and his Ten Magic Warriors brought magic back to humanity and established the center of learning at Magaambya, when Prince Taldaris of Oppara unified the city-states of Taldor into a fledgling empire, when the tarrasque toppled the ziggurats of Ninshabur. This was the age that ended with the ascendance of Aroden, the Last Azlanti, God of Humanity.", + "The centuries that followed saw the gradual formation of the modern Inner Sea region. The Witch-Queen Baba Yaga founded Irrisen and set a succession of daughters on its throne. Taldor entered a slow decline, losing territory to the Padishah Empire of Kelesh and to internal rebellions that culminated in the founding of Cheliax. Choral the Conqueror forged the lands of Brevoy. Diadian Ruel founded the Hellknights and the Varisian hero Suididia Ustav established Ustalav. Humanity made its mark on history. Then a century ago, Aroden died.", + "Thus began the present era, the Age of Lost Omens.", + "Aroden's death caused destruction across all of Golarion. In the north, a portal to the Abyss consumed the nation of Sarkoris as legions of the damned poured from the resulting Worldwound. In the south, an unceasing hurricane called the Eye of Abendego drowned the homeland of the Lirgeni and the Yamasans. Prophecies around the world failed, and humanity found itself without a patron god\u2014but humans persisted, as they always do. To this day, they remain widespread and ambitious as they continue to leave their mark on Golarion.", + "Humans offer players a number of advantages as characters. They're familiar; humans on Golarion are little different from humans on Earth. They live, love, hope, fear, curse, pray, and die in much the same way. They're ubiquitous. Humans are by far the most widespread sapient species on Golarion\u2014no matter where someone might look, there are likely humans nearby. Finally, they're diverse. A human can be anything and do anything, as their talents are infinitely adaptable to any task. No matter what idea a player has, somewhere there are humans who can fit that concept.", { - "type": "pf2-h3", - "page": 55, - "name": "You Might...", + "type": "pf2-h2", + "page": 6, + "name": "Humans of the Inner Sea", + "source": "LOCG", "entries": [ { - "type": "list", - "items": [ - "Keep to yourself and find it difficult to form close bonds with others.", - "Strongly embrace or reject one side or the other of your parentage.", - "Identify strongly with and relate to other people with mixed ancestries." + "type": "pf2-sidebar", + "page": 8, + "source": "LOCG", + "name": "Taldan Diaspora", + "entries": [ + "At its peak, the empire of Taldor stretched across Avistan from the western edge of Casmaron to the eastern shores of the Arcadian Ocean. The empire began crumbling centuries ago, but political developments during the Age of Lost Omens swiftly led to significant cultural differences in the lands once part of the empire. Modern nations with significant Taldan cultural influence include devil-worshipping Cheliax, democratic Andoran, and revolution-torn Galt." ] - } - ] - }, - { - "type": "pf2-h3", - "page": 55, - "name": "Others Probably...", - "entries": [ + }, { - "type": "list", - "items": [ - "Find you more attractive than humans and more approachable than elves.", - "Dismiss your human ethnicity and culture in light of your elven heritage.", - "Downplay the challenges of being caught between two cultures." + "type": "pf2-sidebar", + "page": 11, + "source": "LOCG", + "name": "Thassilonian", + "entries": [ + "Thassilonians are ethnically Azlanti (page 10), but their culture differs greatly from that of Azlant. Some of the residents of New Thassilon are trying to reclaim the long-past emperor Xin's legacy of unity and mutual cooperation and atone for past crimes, though old habits die hard. Many New Thassilonians worship Lissala, the ancient Azlanti goddess of runes and fate, or the Redeemer Queen Nocticula, a former demon lord with an interest in redemption." ] - } - ] - } - ] - }, - { - "type": "pf2-h2", - "page": 55, - "name": "Half-Orcs", - "entries": [ - "A half-orc is the offspring of a human and an orc, or of two half-orcs. Because some intolerant people see orcs as more akin to monsters than people, they sometimes hate and fear half-orcs simply due to their lineage. This commonly pushes half-orcs to the margins of society, where some find work in manual labor or as mercenaries, and others fall into crime or cruelty. Many who can't stand the indignities heaped on them in human society find a home among their orc kin or trek into the wilderness to live in peace, apart from society's judgment.", - "Humans often assume half-orcs are unintelligent or uncivilized, and half-orcs rarely find acceptance among societies with many such folk. To an orc tribe, a half-orc is considered smart enough to make a good war leader but weaker physically than other orcs. Many half-orcs thus end up having low status among orc tribes unless they can prove their strength.", - "A half-orc has a shorter lifespan than other humans, living to be roughly 70 years old.", - { - "type": "pf2-h3", - "page": 56, - "name": "Playing a Half-Orc", - "entries": [ - "You can create a half-orc character by selecting the half-orc heritage at 1st level. This gives you access to orc and half-orc ancestry feats in addition to human ancestry feats." - ] - }, - { - "type": "pf2-h3", - "page": 56, - "name": "You Might...", - "entries": [ + }, { - "type": "list", - "items": [ - "Ignore, embrace, or actively counter the common stereotypes about half-orcs.", - "Make the most of your size and strength, either physically or socially.", - "Keep your distance from people of most other ancestries, in case they unfairly reject you due to your orc ancestors." + "type": "pf2-sidebar", + "page": 13, + "source": "LOCG", + "name": "Half-Elf Heritages", + "entries": [ + "Half-elves often have complicated relationships with their parent ancestries. Aquatic Shoreborn can rarely breathe water, making their differences starkly evident. Arctic Snowborn may have close relationships with their parents, but rarely with other family, and drow-descended Hollowborn struggle to find even that much acceptance. Others, like the Mualijae Mistborn or the Spireborn of the Mordant Spire, however, hold valued roles among their elven kin." ] - } - ] - }, - { - "type": "pf2-h3", - "page": 56, - "name": "Others Probably...", - "entries": [ + }, + { + "type": "pf2-sidebar", + "page": 14, + "source": "LOCG", + "name": "Half-Orc Heritages", + "entries": [ + "The common stereotype of half-orcs in Avistan is that of savagery, but this view can vary wildly by culture. Mountaindwelling Cragkin are respected for their boldness. Jungle Rainkin are the golden children of their clans, saddled with high expectations. Desert Sandkin are associated with Sarenrae, and many call themselves the chosen of the goddess. Arctic Frostkin and Darklands Gloomkin are usually looked down upon by their respective orc cultures, seen as mere caretakers or scholars." + ] + }, + "When discussing human ethnicities on Golarion, it is important to note that what is called an ethnic group is to some extent an arbitrary label\u2014a person may call themself Lyrune-Quah, Shoanti, Varisian, or Avistani, all with equal truth. As in the real world, humanity on Golarion is a broad continuum of life, not a collection of neatly organized groups.", + { + "type": "pf2-h3", + "name": "Erutaki", + "source": "LOCG", + "page": 6, + "entries": [ + "Erutaki are a collection of peoples who live in the far north of Golarion, among the glaciers of the Crown of the World. They're a short, compact people, with rich, terra-cotta skin\u2014often weathered by the icy winds of their homeland\u2014and straight black hair that both men and women tend to wear short. Many Erutaki are semi-nomadic, following the migrations of reindeer or musk oxen, while others live along the coasts, fishing and whaling in the rich waters off the Crown of the World. Living in such a harsh environment, Erutaki are constantly aware of the limits of human power, and strive to live with nature rather than fighting it. Erutaki masculine names include Aklaq, Oki, and Tulimak; feminine names include Aluki, Liak, and Noayak; and gender-neutral names include Amaruq, Miki, and Yuka. Many Erutaki names are names of animals or places with desirable qualities, such as Uqalik, or \"snow hare.\"" + ] + }, + { + "type": "pf2-h3", + "source": "LOCG", + "name": "Garundi", + "page": 6, + "entries": [ + "Garundi hail from the northern part of the continent of Garund, though smaller communities are found throughout the Inner Sea region. They are among the tallest humans on Golarion; the average Garundi stands most of a head above others. They typically have broad shoulders, high cheekbones, and large and expressive eyes of some dark shade. Skin tones range from tawny to dark brown, while hair is usually black or brown, often going gray early. Freckles and birthmarks are common, and many add delicate facial tattoos. In ancient days, Garundi ruled some of the greatest empires of Golarion, most famously much-storied Osirion and the flying cities of the Shory. Today, those empires may be diminished or gone, but Garundi remain a cosmopolitan people, respectful of the past but more interested in forging new destinies. Garundi masculine names include Annaber, Himmi, and Tabat; feminine names include Ghida, Leysa, and Tiziri; and gender-neutral names include Hannan, Kadin, and Maimun." + ] + }, + { + "type": "pf2-h3", + "name": "Keleshite", + "page": 6, + "entries": [ + "Keleshite culture originated on the continent of Casmaron, from a collection of desert nomads known as Althameri. This people eventually created one of the largest empires Golarion has seen, a multi-ethnic melting pot known as the Padishah Empire of Kelesh. In Avistan, Keleshites are known for their merchants, poets, and diplomats\u2014though unafraid of conflict, they traditionally prefer to talk their way out of problems. A typical Keleshite is lean and gold or tawny skinned, with jet-black hair and brown or amber eyes, but midnight-black or pale-white skin are hardly unknown. Keleshite names are long and complex, incorporating matronymics, nomadic origins, city of residence, and even profession or notable ancestors, though for daily use most Keleshites limit themselves to their first name and sometimes a matronymic (al-). Masculine names include Abannak, Karif, and Sabit; feminine names include Bardiyyah, Qitarah, and Nahla; and gender-neutral names include Ghali, Rayane, and Zhar." + ] + }, + { + "source": "LOCG", + "type": "pf2-h3", + "name": "Kellid", + "page": 7, + "entries": [ + "Though they once ranged across all of Avistan, Kellid clans now live primarily in the north of Avistan, on the tundras and steppes that stretch from Numeria to the Realm of the Mammoth Lords. Kellids are typically tall and wiry, with lightbrown skin often tanned by the elements, and dark-brown or black hair that is prone to graying at an early age. Many Kellids live in nomadic clans that follow the megafauna of their homeland, as they have for millennia. Living so close to the Worldwound and the witches of Irrisen has given Kellids a well-founded distrust of outsiders in general and of magic in particular. Kellid feminine names include Belka, Dafur, and Jalket; masculine names include Dron, Kronug, and Zoresk; and gender-neutral names include Aeld, Neflhun, and Roan. Few Kellids bother with surnames, though a clan name can substitute, and prominent or far-traveling Kellids sometimes adopt titles such as Beast-Stalker or Snow Mane." + ] + }, + { + "type": "pf2-h3", + "name": "Mwangi", + "source": "LOCG", + "page": 7, + "entries": [ + "To speak of Mwangi as a single people is to speak of Avistan as one nation\u2014Mwangi is the name used to refer to the many residents of the Garundi interior, including a number of discrete ethnic groups. The most populous and widespread of these are the Zenj, with umber skin and distinctive, tightly curled black hair. Their settlements and small kingdoms span the breadth of the Mwangi Expanse, and their deep and rich traditions reach back before Old-Mage Jatembe's founding of the Magaambya. Zenj masculine names include Gakere, Jelani, and Mwenye; feminine names include Chausiku, Mukondi, and Xabala; and genderneutral names include Desta, Imani, and Lishan. Mauxi, by contrast, reside primarily in Thuvia and Rahadoum, and are culturally closer to Garundi than to other Mwangi. They are distinguished by their ashen skin, lighter brown hair, and common freckles. Bekyar commonly live as fishers and raiders along the southwestern coast of Garund and inland as far as the Bandu Hills. They are a head taller than most other Mwangi, with muscular builds. Bonuwat are traders and incomparable seafarers whose trade routes along the western coast were established long before other peoples reached the region. They tend to have sepiabrown skin, black hair, and eye colors such as green, blue, and hazel. The Caldaru are a smaller group, concentrated in the merchant city-state of Senghor; they frequently have blue or green eyes and gold or tawny skin." + ] + }, + { + "type": "pf2-h3", + "name": "Nidalese", + "source": "LOCG", + "page": 7, + "entries": [ + "The land of Nidal in central Avistan is one of the oldest surviving countries in the Inner Sea region. Millennia ago, in the violent and chaotic aftermath of Earthfall, three Kellid horselords forged a dark pact with the god Zon-Kuthon to assure their survival. To this day, their descendants honor that pact, willing or not. That said, most Nidalese peasants and townsfolk live quiet lives, trying to avoid the Kuthite priesthood and the nobility of the Umbral Court. Nidalese are a slender, delicate-looking people, with ashen gray skin, black hair often cut short or shaved, and a strong tendency towards black irises. Nidalese masculine names include Chartaigne, Helthir, and Theanor; feminine names include Celefin, Grenda, and Virexia; and gender-neutral names include Eilan, Haolais, and Kerrech. While surnames are common enough, many Nidalese identify by their place of birth or training, introducing themselves as \"of Nisroch\" or \"of Pangolais.\"" + ] + }, { - "type": "list", - "items": [ - "Assume you enjoy and excel at fighting but aren't inclined toward magical or intellectual pursuits.", - "Pity you for the tragic circumstances they assume were involved in your birth.", - "Get out of your way and back down rather than face your anger." + "type": "pf2-h3", + "name": "Shoanti", + "page": 8, + "entries": [ + "Shoanti are nomads who roam the Storval Plateau, having taken refuge there after being forced from their homeland in southern Varisia by Chelaxian colonists. They are a tall and strongly built people, with tawny or fawn skin usually heavily tanned by the elements. Shoanti are most easily identified by the fact that most adults shave their heads, and by the complex tattoos that traditional members of the clans wear across their bodies. These tattoos are connected to the quahs, seven overarching clans, each guarded by patron spirits and deities. The Shoanti quahs are the Lyrune-Quah, who are archers and hunters; the Shadde-Quah, who are fishermen and sailors; the Shriikirri-Quah, who are riders and animal trainers; the Shundar-Quah, who are diplomats and magicians; the Sklar-Quah, who are warriors and soldiers; the Skoan-Quah, who serve as guardians of the dead; and the Tamiir-Quah, who are raiders and mountaineers. A Shoanti is given a birth name and then adopts an adult name after undergoing a rite of passage. Shoanti masculine names include Garidan, Hargev, and Shadfrar; feminine names include Ahalak, Tanjah, and Imenida; and gender-neutral names include Ghota, Shakkah, and Shri. Traditional Shoanti names are usually paired with a title such as Horse Dancer, Break Bones, or Twelve Suns." + ] + }, + { + "type": "pf2-h3", + "source": "LOCG", + "name": "Taldan", + "page": 8, + "entries": [ + "Taldans come from the eastern part of Avistan, and at their empire's height they ruled over half the continent. Today Taldor is much diminished, but Taldans' art, literature, and scholarship still set the standard for the Inner Sea region, and the Taldane language is so widespread as to be the language known as \"Common\" in Avistan. Their accomplishments are matched only by their egos\u2014the Taldans of Taldor in particular tend to believe their land is the center of civilization in Avistan. Taldans typically have bronze, gold, or tawny skin; lightly curled brown hair; aquiline noses; and green, gray, or amber eyes. Taldan masculine names include Brontius, Cosmin, and Thocero; feminine names are Ionnia, Epiphania, and Sergia; and gender-neutral names include Amadis, Marin, and Orien. Surnames include Mavrogenis, Synadenos, and Vatatze." + ] + }, + { + "type": "pf2-h3", + "name": "Tian", + "source": "LOCG", + "page": 8, + "entries": [ + "\"Tian\" is much like \"Avistani\" or \"Mwangi\": a term for the many different residents of several kingdoms and countries, in this case on the distant continent of Tian Xia. The largest Tian ethnic groups are as follows. Tian-Shu are the most populous of the Tian peoples and those most often seen in the Inner Sea region. They are typically characterized by small stature, dusky skin, and black or dark-brown straight hair; their culture is staunchly meritocratic. Tian-Sing, who hail from the western islands, are identified by their wavy hair and sepia skin tones. They have a long history as fishers, pirates, and traders in equal measure, and they share a fondness for piercings and tattoos. Tian-Min are best known for their masterful warriors and a highly codified system of social rules and etiquette; they are paler than most other Tian ethnicities, with a diverse range of eye colors. Arising from nomadic equestrian communities, many Tian-La remain fearsome raiders, with weathered bronze skin and rough hair that is often braided. Tian-Hwan are the shortest of the Tian ethnic groups, with slight builds and tan skin. Their homeland is matriarchal and produces famed arcanists, diplomats, and pragmatic problem-solvers. Tian-Dtang have a reputation as a friendly, pacifistic people, albeit with an infamous sense of humor. While slender and tawny-skinned like Tian-Hwan, Tian-Dtang also have a distinctive cultural practice of shaving part of their heads. Tian-Yae trace their lineage back to the Shory people of Yjae, and as a result they have darker brown skin than most Tian, straight black hair, and a strong affinity for air magic. Tian-Dan proudly claim descent from dragons, and the occasional individual with unusually vibrant eyes or hair gives credence to this assertion.", + "Tian names are usually arranged with the family name first, followed by the personal name. Tian-Shu masculine names include Bei, Kao, and Si -Dao; feminine ones include Jin-Shan, Lai, and Xiao; and gender-neutral names include Guiying, Ming, and Su. Family names include Dai, Qian, and Yi." + ] + }, + { + "type": "pf2-h3", + "name": "Ulfen", + "page": 9, + "source": "LOCG", + "entries": [ + "Hailing from the north of Avistan and the Land of the Linnorm Kings, Ulfen are among the most widely traveled of all of Golarion's peoples. Wherever they go, they stand out, as they are a tall, broad-shouldered people. Ulfen tend towards fair skin, rosy cheeks, and blond, light-brown, or reddish hair. In Ulfen communities, beards are common among men, and all hair is usually braided regardless of gender. Rather than try to eke a living from the rocky soil of their chilly homeland, many Ulfen seek their fortunes abroad. Some are raiders, descending on coastal villages in their longboats, while others are traders and explorers, traveling as far as Garund or Vudra. Others become mercenaries\u2014Ulfen bodyguards are proverbial for their ferocity and loyalty. Ulfen feminine names include Brid, Jorunn, and Svala; masculine names include Gundar, Sjogun, and Einarr; and gender-neutral names include Alva, Inge, and Selb. Ulfen have a system of patronymics and matronymics (-sson, -dottir), and many acquire bynames such as Firebeard or Troll-Biter in honor of notable attributes or events." + ] + }, + { + "type": "pf2-h3", + "name": "Varisian", + "source": "LOCG", + "page": 9, + "entries": [ + "Varisians are one of the most widespread peoples of Avistan, their lands stretching from their ancient homeland of Varisia in the west to the edge of Numeria in the east. They are a wiry, short people, with tawny, gold, or russet -brown skin and a wide array of hair and eye colors. While most have dark eyes and wavy brown hair, rare features such as violet eyes or platinum hair are not all that unusual. Outsiders may often associate Varisians with roaming merchant caravans, the practice of harrow card reading (a form of fortune-telling), and the worship of Desna, goddess of dreams. However, Varisians form the majority of permanent residents in the great cities of Magnimar, Lepidstadt, and others, where they outnumber their wandering kin a hundred times over. Varisian masculine names include Bastian, Guillen, and Oriche; feminine names include Astella, Iguazel, and Merzez; and gender-neutral names include Cande, Guiomar, and Zorion." + ] + }, + { + "type": "pf2-h3", + "name": "Vudrani", + "source": "LOCG", + "page": 9, + "entries": [ + "Vudrani hail from the distant Impossible Kingdoms of Vudra, a collection of semi-independent kingdoms in the southeast of Casmaron. Vudrani who live in the Inner Sea region, however, mostly emigrate from the island of Jalmeray, off the coast of Nex. Most Vudrani, including Jalmeri, are slim and slight in build, with dark eyes, dark hair, and skin tones that range from tawny to umber. Much of traditional Vudrani life is organized around religious and philosophical scriptures of many different gods and traditions, and around a powerful monastic tradition of self-improvement and self-perfection. Though few Vudrani become full monks, their influence is widespread in Vudrani culture. Vudrani masculine names include Bahurja, Ksaya, and Sohan; feminine names include Anjasi, Jaivati, and Vasundhara; and gender-neutral names include Bala, Jaya, and Kanti." + ] + }, + { + "type": "pf2-h3", + "name": "Other Ethnicities", + "source": "LOCG", + "page": 9, + "entries": [ + "The human ethnicities presented in this section are only a sampling of the breadth of human variety in Golarion\u2014a sampling that represents the larger part of the humans one might meet in the Inner Sea region, but it is in no way exhaustive. Iobarians are a diverse people found east of Brevoy, likely related to Ulfen, Kellids, and Taldans. They have long lived in small clans in the wilderness, raiding one another for cattle. Travelers in Irrisen may meet Jadwiga, who once ruled that land. All Jadwiga trace their ancestry to one of the witch -queens of Irrisen, and to their common mother, the ancient witch Baba Yaga. Jadwiga have an affinity for ice magic; they are pale and whitehaired, and frequently have blue or sea-green eyes. Varki are relatives of the Erutaki, originating in the mountains of northern Avistan where most make a living as hunters and herders. Further abroad, the continents of Casmaron and Arcadia are home to many more ethnicities, but these Casmar and Arcadian folk venture only rarely to the Inner Sea region." + ] + }, + { + "type": "pf2-h4", + "name": "Azlanti", + "source": "LOCG", + "page": 10, + "entries": [ + "The ancient Azlanti were tall and athletic people, with expressive eyebrows and a tendency toward widow's peaks. Skin color ran the gamut from midnight black to snow pale. Dark indigo and violet eyes were common among those with Azlanti heritage. Azlanti humans were thought lost, as after Earthfall, the scattered survivors merged with the Varisian peoples. But recently, a temporal paradox of unimaginable power pulled a small population of Azlanti humans 10,000 years forward into the present day, where they are swiftly adapting to their new situation." + ] + }, + { + "type": "pf2-h4", + "name": "Half-Elves", + "page": 10, + "source": "LOCG", + "entries": [ + "Half-elves have been part of society for as long as humans and elves have lived alongside one another. The inevitable offspring of close association, half-elves are a people caught betwixt and between, with elven agelessness and skill on one side, and human energy and passion on the other. Physically, half-elves resemble humans with pointed ears, thin features, and a tall and slender build, though some reflect one or the other part of their heritage more strongly. Half-elves pass on both ancestries to their children; many half-elves are the children of other half-elves.", + "Half-elves have no single home or origin. As a result, what half-elven cultures exist typically emphasize fitting in, adapting, and making do\u2014finding a home somewhere and somehow. Many half-elves become intermediaries between different people, their unique upbringing helping them see all facets of a relationship. In more recent years, some half-elven philosophers and artists have pushed the idea of the Soul's Homeland\u2014that half-elves are not simply half human and half elven, but something wholly unique, adaptable yet understanding, which will one day blossom into its own society and nation.", + "Half-elf identities are complicated, as they encompass both their human and elven nationality and heritage. Half-elf ethnicities include the Gateborn, descended from Aiudeen elves; Snowborn, descended from Ilverani; Mistborn, descended from Mualijae; Spireborn, descended from Spiresworn; Hollowborn, descended from drow; and Shoreborn, descended from aquatic elves. How half-elves relate to the elven side of their ancestry frequently depends on their elven heritage. Hollowborn are widely scorned and often must claw for every advantage to survive. Meanwhile, Mistborn and Spireborn hold valued roles as interpreters and lorekeepers among the Ekujae and as ambassadors and spies for the Spiresworn, respectively." + ] + }, + { + "type": "pf2-h4", + "name": "Half-Orcs", + "source": "LOCG", + "page": 10, + "entries": [ + "In northern Avistan, half-orcs tell the story of how the goddess Pharasma, exasperated by all the souls that came to her from every clash of orc and human, directed that a portion be returned as the children of the two species, to spare her the trouble of sorting them. Farther south, half-orcs claim that the Lord of Iron, Gorum, was a half-orc, and allowed humans and orcs to mix so that he could be born. Regardless, half-orcs are born from humans, orcs, and half-orcs, with many half-orcs the children of two half-orc parents. They stand 6 or 7 feet tall, broad-shouldered and heavily muscled, with greenish -gray skin, dark hair, and tusk-like canine teeth.", + "Half-orcs often find commonality in their shared struggles. Humans and orcs have rarely gotten along, and so most half-orcs endure prejudice, racism, and sometimes outright slavery among human societies\u2014though after the orcs of Belkzen rose up against the recently revived Whispering Tyrant, this conflict has somewhat lessened. This prejudice has resulted in a growing culture that prizes self-sufficiency and competition, as well as argument and debate\u2014after all, words are one of the hardest things to take away. Some half-orcs are fortunate enough to live in societies that prize them; in the martial Shoanti and Ulfen cultures, for example, skin color is less important than the ability to heft an axe." ] } ] @@ -435,6 +432,64 @@ ], "entries": [ "Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the {@trait elf} trait and {@ability low-light vision}. In addition, you can select elf, half-elf, and human feats whenever you gain an {@filter ancestry feat|feats||type=ancestry|ancestries=elf;half-elf;human}." + ], + "info": [ + { + "type": "pf2-h2", + "page": 55, + "name": "Half-Elves", + "entries": [ + { + "type": "pf2-sidebar", + "page": 55, + "name": "OTHER HALVES", + "entries": [ + "By default, half-elves and half-orcs descend from humans, but your GM might allow you to be the offspring of an elf, orc, or different ancestry. In these cases, the GM will let you select the half-elf or half-orc heritage as the heritage for this other ancestry. The most likely other parent of a half-elf are gnomes and halflings, and the most likely parents of a half-orc are goblins, halflings, and dwarves." + ] + }, + "A half-elf is born to an elf and a human, or to two half-elves. The life of a half-elf can be difficult, often marked by a struggle to fit in. Half-elves don't have their own homeland on Golarion, nor are populations of half-elves particularly tied to one another, since they often have very disparate human and elven traditions. Instead, most half-elves attempt to find acceptance in either human or elven settlements.", + "Half-elves often appear primarily human, with subtly pointed ears and a taller stature than most full-blooded humans. Half-elves lack the almost alien eyes of their elf parents, though they do have a natural presence\u2014and often a striking beauty\u2014that leads many to become artists or entertainers. Despite this innate appeal, many half.elves have difficulty forming lasting bonds with either humans or elves due to the distance they feel from both peoples as a whole.", + "Half-elves live longer than other humans, often reaching an age around 150 years. This causes some of them to fear friendship and romance with humans, knowing that they'll likely outlive their companions.", + { + "type": "pf2-h3", + "page": 55, + "name": "Playing a Half-Elf", + "entries": [ + "You can create a half-elf character by selecting the half-elf heritage at 1st level. This gives you access to elf and half-elf ancestry feats in addition to human ancestry feats." + ] + }, + { + "type": "pf2-h3", + "page": 55, + "name": "You Might...", + "entries": [ + { + "type": "list", + "items": [ + "Keep to yourself and find it difficult to form close bonds with others.", + "Strongly embrace or reject one side or the other of your parentage.", + "Identify strongly with and relate to other people with mixed ancestries." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 55, + "name": "Others Probably...", + "entries": [ + { + "type": "list", + "items": [ + "Find you more attractive than humans and more approachable than elves.", + "Dismiss your human ethnicity and culture in light of your elven heritage.", + "Downplay the challenges of being caught between two cultures." + ] + } + ] + } + ] + } ] }, { @@ -447,6 +502,56 @@ ], "entries": [ "One of your parents was an orc, or one or both were half-orcs. You have a green tinge to your skin and other indicators of orc heritage. You gain the {@trait orc} trait and {@ability low-light vision}. In addition, you can select orc, half-orc, and human feats whenever you gain an {@filter ancestry feat|feats||type=ancestry|ancestries=orc;half-orc;human}." + ], + "info": [ + { + "type": "pf2-h2", + "page": 55, + "name": "Half-Orcs", + "entries": [ + "A half-orc is the offspring of a human and an orc, or of two half-orcs. Because some intolerant people see orcs as more akin to monsters than people, they sometimes hate and fear half-orcs simply due to their lineage. This commonly pushes half-orcs to the margins of society, where some find work in manual labor or as mercenaries, and others fall into crime or cruelty. Many who can't stand the indignities heaped on them in human society find a home among their orc kin or trek into the wilderness to live in peace, apart from society's judgment.", + "Humans often assume half-orcs are unintelligent or uncivilized, and half-orcs rarely find acceptance among societies with many such folk. To an orc tribe, a half-orc is considered smart enough to make a good war leader but weaker physically than other orcs. Many half-orcs thus end up having low status among orc tribes unless they can prove their strength.", + "A half-orc has a shorter lifespan than other humans, living to be roughly 70 years old.", + { + "type": "pf2-h3", + "page": 56, + "name": "Playing a Half-Orc", + "entries": [ + "You can create a half-orc character by selecting the half-orc heritage at 1st level. This gives you access to orc and half-orc ancestry feats in addition to human ancestry feats." + ] + }, + { + "type": "pf2-h3", + "page": 56, + "name": "You Might...", + "entries": [ + { + "type": "list", + "items": [ + "Ignore, embrace, or actively counter the common stereotypes about half-orcs.", + "Make the most of your size and strength, either physically or socially.", + "Keep your distance from people of most other ancestries, in case they unfairly reject you due to your orc ancestors." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 56, + "name": "Others Probably...", + "entries": [ + { + "type": "list", + "items": [ + "Assume you enjoy and excel at fighting but aren't inclined toward magical or intellectual pursuits.", + "Pity you for the tragic circumstances they assume were involved in your birth.", + "Get out of your way and back down rather than face your anger." + ] + } + ] + } + ] + } ] }, { diff --git a/data/archetypes.json b/data/archetypes.json index fad22f31ba..c70e6c58bb 100644 --- a/data/archetypes.json +++ b/data/archetypes.json @@ -836,7 +836,7 @@ "{@b Elementalist Adjustments:} Replace your spell list with the {@filter elemental spell list|spells||Tradition & Spell List=Elemental}. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead.", "If you're a {@class sorcerer} with the {@class Sorcerer||elemental bloodline|Elemental}, you can replace your {@spell elemental toss||initial bloodline spell} with an {@filter initial elemental focus spell|spells||Tradition & Spell List=Elemental|Spell Type=Focus Spell|Level=1}, and your {@spell elemental motion||advanced bloodline spell} with an {@filter advanced elemental focus spell|spells||Tradition & Spell List=Elemental|Spell Type=Focus Spell|Level=3}. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline.", "{@b Druid Elementalist Adjustments:} If you're a {@class druid} of the {@class druid||storm order|storm}, you can choose to replace your starting order spell, {@spell tempest surge}, with {@spell updraft|SoM}.", - "{@b Wizard Elementalist Adjustments:} If you're a {@class wizard} with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the {@trait air} trait in your extra arcane school slots, you can prepare an extra {@filter air cantrip|spells||Level=0|Energy & Elements=Air|Tradition & Spell List=Elemental}, and you add an extra {@filter air spell|spells||Level=!0|Energy & Elements=Air|Tradition & Spell List=Elemental} from the {@filter elemental spell list|spells||Tradition & Spell List=Elemental} to your spellbook. Additionally, in place of your arcane school spell, you learn the {@filter initial elemental focus|spells||Tradition & Spell List=Elemental|Spell Type=Focus Spell|Level=1} spell of your selected element. In all other ways, your {@classFeature arcane school|Wizard||1} functions as written in the Core Rulebook. If you later select the {@feat Advanced School Spell} wizard feat, instead of gaining the listed school spell, you gain the {@filter advanced elemental focus spell|spells||Tradition & Spell List=Elemental|Spell Type=Focus Spell|Level=3} of your selected element." + "{@b Wizard Elementalist Adjustments:} If you're a {@class wizard} with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the {@trait air} trait in your extra arcane school slots, you can prepare an extra {@filter air cantrip|spells||spell type=cantrip|Energy & Elements=Air|Tradition & Spell List=Elemental}, and you add an extra {@filter air spell|spells||Level=!0|Energy & Elements=Air|Tradition & Spell List=Elemental} from the {@filter elemental spell list|spells||Tradition & Spell List=Elemental} to your spellbook. Additionally, in place of your arcane school spell, you learn the {@filter initial elemental focus|spells||Tradition & Spell List=Elemental|Spell Type=Focus Spell|Level=1} spell of your selected element. In all other ways, your {@classFeature arcane school|Wizard||1} functions as written in the Core Rulebook. If you later select the {@feat Advanced School Spell} wizard feat, instead of gaining the listed school spell, you gain the {@filter advanced elemental focus spell|spells||Tradition & Spell List=Elemental|Spell Type=Focus Spell|Level=3} of your selected element." ] } ], diff --git a/data/backgrounds/backgrounds-apg.json b/data/backgrounds/backgrounds-apg.json index 10fa5cece7..20187b9945 100644 --- a/data/backgrounds/backgrounds-apg.json +++ b/data/backgrounds/backgrounds-apg.json @@ -205,11 +205,13 @@ "entry": "{@as R}" }, "components": [ - "(concentrate) Frequency once per minute" + "(concentrate)" ], - "frequency": null, + "frequency": { + "unit": "minute", + "freq": 1 + }, "trigger": "You attempt a saving throw against a {@trait magical} effect, but you haven't rolled yet", - "requirements": null, "entries": [ "You call on the power of a personal, eldritch sign of protection, which flares brightly before slowly fading. You gain a +2 circumstance bonus to the triggering saving throw, or a +3 circumstance bonus if the effect is a curse." ] @@ -276,11 +278,13 @@ }, "components": [ "(concentrate", - "fortune) Frequency once per day" + "fortune)" ], - "frequency": null, + "frequency": { + "freq": 1, + "unit": "day" + }, "trigger": "You attempt a skill check and haven't yet rolled", - "requirements": null, "entries": [ "Roll the skill check twice and use the better result." ] diff --git a/data/backgrounds/backgrounds-lowg.json b/data/backgrounds/backgrounds-lowg.json index 17e6f607d0..2116cb781b 100644 --- a/data/backgrounds/backgrounds-lowg.json +++ b/data/backgrounds/backgrounds-lowg.json @@ -7,7 +7,7 @@ "entries": [ "Your dedication to the scientific inquiry of your native Alkenstar provides great insight into mechanical and chemical innovation.", "Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.", - "You're trained in the {@skill Crafting} skill and the {@skill Lore||Engineering Lore} skill. You gain the Alchemical {@skill Crafting} skill feat." + "You're trained in the {@skill Crafting} skill and the {@skill Lore||Engineering Lore} skill. You gain the {@feat Alchemical Crafting} skill feat." ], "boosts": [ "Dexterity", @@ -1753,7 +1753,7 @@ "entries": [ "Having once sampled Numerian fluids, you've tasted knowledge beyond comprehension. You are driven to recapture that astounding experience.", "Choose two ability boosts. One must be to Intelligence or Constitution, and one is a free ability boost.", - "You're trained in the {@skill Crafting} skill and the {@skill Lore||Alchemical Lore} skill. You gain the Alchemical {@skill Crafting} skill feat." + "You're trained in the {@skill Crafting} skill and the {@skill Lore||Alchemical Lore} skill. You gain the {@feat Alchemical Crafting} skill feat." ], "boosts": [ "Intelligence", diff --git a/data/bestiary/creatures-aoa1.json b/data/bestiary/creatures-aoa1.json index 382846d902..358cf41632 100644 --- a/data/bestiary/creatures-aoa1.json +++ b/data/bestiary/creatures-aoa1.json @@ -55,8 +55,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -67,13 +66,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 34, - "note": null, "abilities": null } ], @@ -91,7 +88,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -224,8 +220,7 @@ ], "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -236,19 +231,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -380,7 +372,6 @@ "note": "", "DC": 22, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -493,8 +484,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -505,19 +495,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 27, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -631,8 +618,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -643,19 +629,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 58, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -753,7 +736,6 @@ "note": "", "DC": 20, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -879,8 +861,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -891,19 +872,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 19, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1062,8 +1040,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -1074,13 +1051,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -1104,7 +1079,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1261,8 +1235,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -1273,19 +1246,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 52, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1461,8 +1431,7 @@ "abilitiesTop": [], "ac": { "default": 22, - "with shield raised": 24, - "abilities": null + "with shield raised": 24 }, "savingThrows": { "Fort": { @@ -1473,13 +1442,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -1532,7 +1499,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -1554,7 +1520,6 @@ "range": "Melee", "name": "shield boss", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 1d6+9} bludgeoning", "types": [ @@ -1565,7 +1530,6 @@ "range": "Melee", "name": "door", "attack": 13, - "traits": null, "effects": [], "damage": "{@damage 1d4+8} bludgeoning", "types": [ @@ -1676,8 +1640,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -1688,19 +1651,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 27, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 20 }, @@ -1709,7 +1669,6 @@ "range": "Melee", "name": "beak", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d10+2} piercing", "types": [ @@ -1836,8 +1795,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -1848,13 +1806,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -1879,7 +1835,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 30 }, @@ -1888,7 +1843,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d12+4} piercing", "types": [ @@ -2029,8 +1983,7 @@ ], "ac": { "default": 17, - "while withdrawn into its shell": 19, - "abilities": null + "while withdrawn into its shell": 19 }, "savingThrows": { "Fort": { @@ -2041,13 +1994,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -2065,7 +2016,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 20 }, @@ -2074,7 +2024,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ @@ -2098,7 +2047,6 @@ "range": "Melee", "name": "shell spikes", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ @@ -2188,8 +2136,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -2200,13 +2147,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": [ "negative healing" ] @@ -2222,7 +2167,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -2350,8 +2294,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -2362,19 +2305,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 63, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -2606,8 +2546,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -2618,19 +2557,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -2810,8 +2746,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -2822,13 +2757,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": [ "negative healing" ] @@ -2852,7 +2785,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -2987,8 +2919,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -2999,19 +2930,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -3174,8 +3102,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -3186,19 +3113,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -3207,7 +3131,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d12+5} piercing", "types": [ @@ -3350,8 +3273,7 @@ ], "ac": { "default": 20, - "with mage armor": 21, - "abilities": null + "with mage armor": 21 }, "savingThrows": { "Fort": { @@ -3362,19 +3284,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 56, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3469,7 +3388,6 @@ { "name": "Wizard School", "type": "Focus", - "tradition": null, "DC": 23, "fp": 1, "entry": { @@ -3634,8 +3552,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -3646,19 +3563,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3682,7 +3596,6 @@ "range": "Melee", "name": "heavy book", "attack": 0, - "traits": null, "effects": [], "damage": "{@dice 1d6-1} bludgeoning", "types": [ diff --git a/data/bestiary/creatures-aoa2.json b/data/bestiary/creatures-aoa2.json index 78f94139bc..93683200cf 100644 --- a/data/bestiary/creatures-aoa2.json +++ b/data/bestiary/creatures-aoa2.json @@ -56,8 +56,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -68,19 +67,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "climb ": 20 }, @@ -233,8 +229,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -245,19 +240,16 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 145, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "swim ": 40 }, @@ -266,7 +258,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d8+11} piercing plus {@damage 1d12} acid", "types": [ @@ -508,8 +499,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -520,13 +510,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -539,7 +527,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "climb ": 20, "fly ": 60 @@ -715,8 +702,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -727,13 +713,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 58, - "note": null, "abilities": null } ], @@ -749,7 +733,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -757,7 +740,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d8+5} piercing", "types": [ @@ -916,8 +898,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -928,13 +909,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 19, - "note": null, "abilities": null } ], @@ -950,7 +929,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -958,7 +936,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ @@ -969,7 +946,6 @@ "range": "Melee", "name": "spear", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ @@ -1095,8 +1071,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -1107,19 +1082,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -1340,8 +1312,7 @@ ], "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -1352,13 +1323,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -1374,7 +1343,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -1585,8 +1553,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -1597,13 +1564,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -1630,7 +1595,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -1639,7 +1603,6 @@ "range": "Melee", "name": "longsword (magical, versatile P)", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d8+6} slashing", "types": [ @@ -1650,7 +1613,6 @@ "range": "Melee", "name": "bite", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 1d10+6} piercing plus {@damage 1d6} fire", "types": [ @@ -1879,8 +1841,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -1891,19 +1852,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -2106,8 +2064,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -2118,19 +2075,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 26, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2325,8 +2279,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -2337,19 +2290,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -2357,7 +2307,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ @@ -2552,8 +2501,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -2564,13 +2512,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -2588,7 +2534,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2614,7 +2559,6 @@ "range": "Melee", "name": "fist (agile, finesse)", "attack": 18, - "traits": null, "effects": [ "manly left hook" ], @@ -2773,8 +2717,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -2785,19 +2728,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 44, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 20 }, @@ -2950,8 +2890,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2962,19 +2901,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 71, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 20 }, @@ -3162,8 +3098,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -3174,19 +3109,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 20 }, @@ -3328,8 +3260,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -3340,19 +3271,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 122, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3543,8 +3471,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -3555,13 +3482,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -3590,7 +3515,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -3680,7 +3604,6 @@ { "name": "Champion Devotion", "type": "Focus", - "tradition": null, "DC": 25, "fp": 2, "entry": { @@ -3807,8 +3730,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -3819,13 +3741,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 138, - "note": null, "abilities": null } ], @@ -3837,7 +3757,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3845,7 +3764,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [ "Grab" ], @@ -3991,8 +3909,7 @@ } ], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -4003,13 +3920,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -4036,7 +3951,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "climb ": 10 }, @@ -4045,7 +3959,6 @@ "range": "Melee", "name": "pseudopod", "attack": 17, - "traits": null, "effects": [ "entangling residue" ], @@ -4134,8 +4047,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -4146,19 +4058,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 172, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "swim ": 30 }, @@ -4352,8 +4261,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -4364,19 +4272,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 74, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "climb ": 20 }, @@ -4505,7 +4410,6 @@ { "name": "Bard Composition", "type": "Focus", - "tradition": null, "DC": 24, "fp": 2, "entry": { @@ -4665,8 +4569,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -4677,13 +4580,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -4710,7 +4611,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -4719,7 +4619,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d8+9} piercing plus {@damage 2d4} fire", "types": [ @@ -4882,8 +4781,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -4894,19 +4792,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 78, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -4915,7 +4810,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d8+4} piercing plus 1 {@condition persistent damage ||persistent bleed}", "types": [ @@ -4943,7 +4837,6 @@ "range": "Melee", "name": "spear", "attack": 13, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ diff --git a/data/bestiary/creatures-aoa3.json b/data/bestiary/creatures-aoa3.json index 1c03c41d19..b93da4cc0f 100644 --- a/data/bestiary/creatures-aoa3.json +++ b/data/bestiary/creatures-aoa3.json @@ -82,8 +82,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -94,13 +93,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 14, - "note": null, "abilities": [ "{@ability regeneration} 2 (deactivated by good or silver)" ] @@ -133,7 +130,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 40 }, @@ -328,8 +324,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -340,19 +335,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -643,8 +635,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -655,13 +646,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 98, - "note": null, "abilities": null } ], @@ -677,7 +666,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -685,7 +673,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ @@ -822,8 +809,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -834,13 +820,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": [ "{@ability regeneration} 10 (deactivated by good or silver)" ] @@ -881,7 +865,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1012,8 +995,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -1024,13 +1006,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": [ "negative healing" ] @@ -1044,7 +1024,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -1052,7 +1031,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [ "ghast fever", "paralysis" @@ -1108,8 +1086,6 @@ "note": "", "DC": 26, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -1261,8 +1237,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -1273,13 +1248,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -1297,7 +1270,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1549,8 +1521,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -1561,13 +1532,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": [ "regeneration" ] @@ -1604,7 +1573,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -1779,8 +1747,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -1791,13 +1758,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -1843,7 +1808,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1877,7 +1841,6 @@ "range": "Melee", "name": "jaws", "attack": 23, - "traits": null, "effects": [], "damage": "{@damage 2d6+13} piercing", "types": [ @@ -2068,8 +2031,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -2080,13 +2042,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -2116,7 +2076,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2301,8 +2260,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -2313,13 +2271,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -2332,7 +2288,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2496,8 +2451,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -2508,13 +2462,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], @@ -2538,7 +2490,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2761,8 +2712,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -2773,13 +2723,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 185, - "note": null, "abilities": null } ], @@ -2988,8 +2936,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -3000,13 +2947,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], @@ -3022,7 +2967,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3199,8 +3143,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -3211,13 +3154,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 146, - "note": null, "abilities": null } ], @@ -3241,7 +3182,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "fly ": 30 }, @@ -3250,7 +3190,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d10+11} piercing", "types": [ @@ -3368,7 +3307,6 @@ "note": "", "DC": 25, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6\nrounds", "stages": [ { @@ -3523,8 +3461,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -3535,13 +3472,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 295, - "note": null, "abilities": [ "{@ability regeneration} 25 (deactivated by good or silver)" ] @@ -3579,7 +3514,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 30 }, @@ -3781,8 +3715,7 @@ "Cha": 5 }, "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -3793,13 +3726,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -3834,7 +3765,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -3967,8 +3897,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -3979,13 +3908,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], @@ -4273,8 +4200,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -4285,19 +4211,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -4460,8 +4383,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -4472,19 +4394,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4610,8 +4529,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -4622,13 +4540,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -4659,7 +4575,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4812,8 +4727,7 @@ }, "abilitiesTop": [], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -4824,13 +4738,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -4994,8 +4906,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -5006,13 +4917,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -5036,7 +4945,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -5164,8 +5072,7 @@ ], "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -5176,13 +5083,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -5207,7 +5112,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -5395,8 +5299,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -5407,13 +5310,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 185, - "note": null, "abilities": null } ], @@ -5431,7 +5332,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ diff --git a/data/bestiary/creatures-aoa4.json b/data/bestiary/creatures-aoa4.json index 277bc3a6fa..d316a3008e 100644 --- a/data/bestiary/creatures-aoa4.json +++ b/data/bestiary/creatures-aoa4.json @@ -55,8 +55,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -67,13 +66,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 285, - "note": null, "abilities": [ "eternal damnation", "negative healing" @@ -108,7 +105,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -300,8 +296,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -312,13 +307,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -611,8 +604,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -623,13 +615,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 390, - "note": null, "abilities": null } ], @@ -918,8 +908,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -930,13 +919,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -986,7 +973,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "climb ": 10 }, @@ -1139,8 +1125,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -1151,13 +1136,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -1173,7 +1156,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -1288,8 +1270,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -1300,13 +1281,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": null } ], @@ -1354,7 +1333,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "burrow ": 20, "climb ": 20 @@ -1533,8 +1511,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -1545,13 +1522,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -1569,7 +1544,6 @@ "range": "Melee", "name": "fangs", "attack": 24, - "traits": null, "effects": [], "damage": "{@damage 3d12+11} piercing", "types": [ @@ -1720,8 +1694,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -1732,13 +1705,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": [ "negative healing" ] @@ -1765,7 +1736,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 30 }, @@ -1918,8 +1888,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -1930,13 +1899,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by cold)" ] @@ -1978,7 +1945,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2124,8 +2090,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -2136,13 +2101,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": null } ], @@ -2161,7 +2124,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2362,8 +2324,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -2374,13 +2335,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": [ "negative healing" ] @@ -2406,7 +2365,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "burrow ": 20 }, @@ -2471,8 +2429,6 @@ "note": "", "DC": 34, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -2617,8 +2573,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -2629,13 +2584,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": [ "eternal damnation", "negative healing" @@ -2677,7 +2630,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -2819,8 +2771,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -2831,13 +2782,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": [ "negative healing" ] @@ -2884,7 +2833,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3050,8 +2998,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -3062,13 +3009,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -3084,7 +3029,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3410,8 +3354,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -3422,19 +3365,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [], @@ -3534,8 +3474,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -3546,13 +3485,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -3612,7 +3549,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3835,8 +3771,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -3847,13 +3782,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": null } ], @@ -3881,7 +3814,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4006,8 +3938,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -4018,13 +3949,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -4067,7 +3996,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -4211,8 +4139,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -4223,13 +4150,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": [ "rejuvenation" ] @@ -4272,7 +4197,6 @@ } ], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -4432,8 +4356,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -4444,13 +4367,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 310, - "note": null, "abilities": [ "negative healing" ] @@ -4509,7 +4430,6 @@ "range": "Melee", "name": "edifice", "attack": 30, - "traits": null, "effects": [], "damage": "{@damage 4d10+9} bludgeoning", "types": [ @@ -4635,8 +4555,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -4647,13 +4566,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 185, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -4679,7 +4596,6 @@ } ], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -4921,8 +4837,7 @@ }, "abilitiesTop": [], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -4933,19 +4848,16 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5133,8 +5045,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -5145,13 +5056,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -5434,8 +5343,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -5446,13 +5354,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -5469,7 +5375,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 20 }, @@ -5685,8 +5590,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -5697,13 +5601,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -5956,8 +5858,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -5968,19 +5869,16 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 265, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5988,7 +5886,6 @@ "range": "Melee", "name": "light mace (agile, finesse, shove)", "attack": 30, - "traits": null, "effects": [ "{@dice 2d4+8}" ], diff --git a/data/bestiary/creatures-aoa5.json b/data/bestiary/creatures-aoa5.json index e1478656cb..bea9e55f73 100644 --- a/data/bestiary/creatures-aoa5.json +++ b/data/bestiary/creatures-aoa5.json @@ -41,8 +41,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -53,13 +52,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 145, - "note": null, "abilities": null } ], @@ -92,7 +89,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -228,8 +224,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -240,13 +235,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -275,7 +268,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -461,8 +453,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -473,13 +464,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -545,7 +534,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 50 }, @@ -785,8 +773,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -797,13 +784,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 225, - "note": null, "abilities": null } ], @@ -1000,8 +985,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -1012,19 +996,16 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 340, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 50, "burrow ": 25, "climb ": 25 @@ -1165,8 +1146,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -1177,19 +1157,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "climb ": 25 }, @@ -1198,7 +1175,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d10+1} piercing", "types": [ @@ -1312,8 +1288,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -1324,13 +1299,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by good)" ] @@ -1351,7 +1324,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 20 }, @@ -1360,7 +1332,6 @@ "range": "Melee", "name": "pseudopod", "attack": 27, - "traits": null, "effects": [ "mental erosion" ], @@ -1447,7 +1418,6 @@ { "name": "Cleric Domain", "type": "Focus", - "tradition": null, "DC": 37, "attack": 31, "fp": 3, @@ -1576,8 +1546,7 @@ }, "abilitiesTop": [], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -1588,13 +1557,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 340, - "note": null, "abilities": null } ], @@ -1608,7 +1575,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "climb ": 40, "fly ": 40, @@ -1828,8 +1794,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -1840,13 +1805,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": null } ], @@ -1880,7 +1843,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 40 }, @@ -2105,8 +2067,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -2117,13 +2078,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": null } ], @@ -2141,7 +2100,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2256,8 +2214,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -2268,13 +2225,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -2298,7 +2253,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2466,8 +2420,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -2478,19 +2431,16 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2678,8 +2628,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -2690,13 +2639,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 330, - "note": null, "abilities": null } ], @@ -2712,7 +2659,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2864,8 +2810,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -2876,13 +2821,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": null } ], @@ -2904,7 +2847,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -3109,8 +3051,7 @@ } ], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -3121,13 +3062,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": [ "negative healing" ] @@ -3183,7 +3122,6 @@ } ], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -3408,8 +3346,7 @@ ], "ac": { "default": 43, - "with shield raised": 45, - "abilities": null + "with shield raised": 45 }, "savingThrows": { "Fort": { @@ -3420,13 +3357,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": null } ], @@ -3468,7 +3403,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -3649,8 +3583,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -3661,13 +3594,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -3705,7 +3636,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3910,8 +3840,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -3922,13 +3851,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 340, - "note": null, "abilities": null } ], @@ -3971,7 +3898,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 40, "climb ": 40 @@ -4095,8 +4021,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -4107,13 +4032,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": null } ], @@ -4129,7 +4052,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-aoa6.json b/data/bestiary/creatures-aoa6.json index 04a8c269b3..1a5043e887 100644 --- a/data/bestiary/creatures-aoa6.json +++ b/data/bestiary/creatures-aoa6.json @@ -58,8 +58,7 @@ }, "abilitiesTop": [], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -70,13 +69,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": [ "negative healing" ] @@ -218,8 +215,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -230,13 +226,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": null } ], @@ -283,7 +277,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -413,8 +406,7 @@ } ], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -425,13 +417,11 @@ }, "Will": { "default": 36 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -457,7 +447,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -702,8 +691,7 @@ }, "abilitiesTop": [], "ac": { - "default": 48, - "abilities": null + "default": 48 }, "savingThrows": { "Fort": { @@ -714,13 +702,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 430, - "note": null, "abilities": null } ], @@ -783,7 +769,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -917,8 +902,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -929,13 +913,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": null } ], @@ -973,7 +955,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -1139,8 +1120,7 @@ }, "abilitiesTop": [], "ac": { - "default": 49, - "abilities": null + "default": 49 }, "savingThrows": { "Fort": { @@ -1151,13 +1131,11 @@ }, "Will": { "default": 42 - }, - "abilities": null + } }, "hp": [ { "hp": 450, - "note": null, "abilities": [ "negative healing" ] @@ -1212,7 +1190,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 100 }, @@ -1488,8 +1465,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -1500,13 +1476,11 @@ }, "Will": { "default": 36 - }, - "abilities": null + } }, "hp": [ { "hp": 375, - "note": null, "abilities": null } ], @@ -1524,7 +1498,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 30 }, @@ -1838,8 +1811,7 @@ }, "abilitiesTop": [], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -1850,19 +1822,16 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 380, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2001,8 +1970,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -2013,19 +1981,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2348,8 +2313,7 @@ } ], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -2360,19 +2324,16 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2517,8 +2478,7 @@ ], "abilitiesTop": [], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -2529,13 +2489,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 330, - "note": null, "abilities": [ "fast healing 20" ] @@ -2564,7 +2522,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2659,8 +2616,7 @@ ], "ac": { "default": 46, - "with shield raised": 48, - "abilities": null + "with shield raised": 48 }, "savingThrows": { "Fort": { @@ -2671,13 +2627,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 375, - "note": null, "abilities": null } ], @@ -2727,7 +2681,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2735,7 +2688,6 @@ "range": "Melee", "name": "spear", "attack": 38, - "traits": null, "effects": [], "damage": "{@damage 6d6+20} piercing", "types": [ @@ -2868,8 +2820,7 @@ } ], "ac": { - "default": 50, - "abilities": null + "default": 50 }, "savingThrows": { "Fort": { @@ -2880,13 +2831,11 @@ }, "Will": { "default": 39 - }, - "abilities": null + } }, "hp": [ { "hp": 500, - "note": null, "abilities": null } ], @@ -2952,7 +2901,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 240 }, @@ -3219,8 +3167,7 @@ } ], "ac": { - "default": 52, - "abilities": null + "default": 52 }, "savingThrows": { "Fort": { @@ -3231,13 +3178,11 @@ }, "Will": { "default": 38 - }, - "abilities": null + } }, "hp": [ { "hp": 600, - "note": null, "abilities": null } ], @@ -3345,7 +3290,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 200 }, @@ -3726,8 +3670,7 @@ } ], "ac": { - "default": 50, - "abilities": null + "default": 50 }, "savingThrows": { "Fort": { @@ -3738,13 +3681,11 @@ }, "Will": { "default": 42 - }, - "abilities": null + } }, "hp": [ { "hp": 575, - "note": null, "abilities": null } ], @@ -3818,7 +3759,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 200, "swim ": 60 @@ -4209,8 +4149,7 @@ ], "ac": { "default": 43, - "with shield raised": 45, - "abilities": null + "with shield raised": 45 }, "savingThrows": { "Fort": { @@ -4221,13 +4160,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 330, - "note": null, "abilities": null } ], @@ -4278,7 +4215,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -4414,8 +4350,7 @@ }, "abilitiesTop": [], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -4426,13 +4361,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": null } ], @@ -4451,7 +4384,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -4860,8 +4792,7 @@ }, "abilitiesTop": [], "ac": { - "default": 54, - "abilities": null + "default": 54 }, "savingThrows": { "Fort": { @@ -4873,12 +4804,11 @@ "Will": { "default": 39 }, - "abilities": "+2 status to all saves vs. {@trait magic}" + "abilities": "+2 status to all saves vs. {@trait magical||magic}" }, "hp": [ { "hp": 540, - "note": null, "abilities": [ "{@ability regeneration} 50" ] @@ -4966,7 +4896,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "swim ": 50 }, @@ -5072,9 +5001,9 @@ "number": 1, "unit": "reaction" }, - "trigger": "Tarrasque Grabs a creature with its jaws", + "trigger": "Tarrasque {@ability Grab||Grabs} a creature with its jaws", "entries": [ - "Tarrasque uses Swallow Whole." + "Tarrasque uses {@ability Swallow Whole}." ], "name": "Fast Swallow" }, @@ -5206,8 +5135,7 @@ } ], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -5218,13 +5146,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 390, - "note": null, "abilities": [ "fast healing 15", "negative healing" @@ -5276,7 +5202,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 60 }, @@ -5507,8 +5432,7 @@ }, "abilitiesTop": [], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -5519,13 +5443,11 @@ }, "Will": { "default": 36 - }, - "abilities": null + } }, "hp": [ { "hp": 380, - "note": null, "abilities": null } ], @@ -5567,7 +5489,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -5750,8 +5671,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -5762,13 +5682,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": [ "negative healing" ] @@ -5833,7 +5751,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 80 }, @@ -6091,8 +6008,7 @@ }, "abilitiesTop": [], "ac": { - "default": 48, - "abilities": null + "default": 48 }, "savingThrows": { "Fort": { @@ -6103,13 +6019,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 385, - "note": null, "abilities": [ "{@ability regeneration} 25" ] @@ -6185,7 +6099,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "burrow ": 40, "climb ": 60 diff --git a/data/bestiary/creatures-aoe1.json b/data/bestiary/creatures-aoe1.json index 425b05f4a0..270b4d6c1e 100644 --- a/data/bestiary/creatures-aoe1.json +++ b/data/bestiary/creatures-aoe1.json @@ -55,8 +55,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -67,13 +66,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -86,7 +83,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "burrow ": 10 }, @@ -179,8 +175,7 @@ "abilitiesTop": [], "ac": { "default": 15, - "with Shield Raised": 17, - "abilities": null + "with Shield Raised": 17 }, "savingThrows": { "Fort": { @@ -191,19 +186,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15 }, "attacks": [ @@ -316,8 +308,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -328,19 +319,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -464,8 +452,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -476,13 +463,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": [ "negative healing" ] @@ -509,7 +494,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -647,8 +631,7 @@ ], "abilitiesTop": [], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -659,19 +642,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 13, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -780,8 +760,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -792,13 +771,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -822,7 +799,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "burrow ": 10 }, @@ -921,8 +897,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -933,19 +908,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1036,8 +1008,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -1048,19 +1019,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1206,8 +1174,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -1218,13 +1185,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -1246,7 +1211,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -1255,7 +1219,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ @@ -1376,8 +1339,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -1388,19 +1350,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1539,8 +1498,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -1551,19 +1509,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1720,8 +1675,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -1732,19 +1686,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1885,8 +1836,7 @@ "abilitiesTop": [], "ac": { "default": 15, - "without mage armor": 14, - "abilities": null + "without mage armor": 14 }, "savingThrows": { "Fort": { @@ -1897,19 +1847,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2076,8 +2023,7 @@ } ], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -2088,19 +2034,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 38, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2189,8 +2132,7 @@ ], "abilitiesTop": [], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -2201,19 +2143,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 5, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2329,8 +2268,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -2341,13 +2279,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -2385,7 +2321,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [], @@ -2483,8 +2418,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -2495,19 +2429,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2636,8 +2567,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -2648,13 +2578,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -2667,7 +2595,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -2690,7 +2617,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ @@ -2785,8 +2711,7 @@ "abilitiesTop": [], "ac": { "default": 19, - "when broken": 15, - "abilities": null + "when broken": 15 }, "savingThrows": { "Fort": { @@ -2797,13 +2722,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 37, - "note": null, "abilities": null } ], @@ -2838,7 +2761,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -2846,7 +2768,6 @@ "range": "Melee", "name": "slam", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d8+4} bludgeoning", "types": [ @@ -2998,8 +2919,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -3010,19 +2930,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 7, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3145,8 +3062,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -3157,19 +3073,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -3226,8 +3139,6 @@ "note": " Exposing the victim\nto sunlight or any {@spell light} spell of 3rd level or higher\npauses the progression of the disease until the victim\nis no longer in light.", "DC": 18, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -3270,8 +3181,6 @@ "note": "", "DC": 18, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -3351,8 +3260,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -3363,13 +3271,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -3381,7 +3287,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "fly ": 20 @@ -3391,7 +3296,6 @@ "range": "Melee", "name": "claw", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d8+3} slashing", "types": [ @@ -3402,7 +3306,6 @@ "range": "Melee", "name": "fangs", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ diff --git a/data/bestiary/creatures-aoe2.json b/data/bestiary/creatures-aoe2.json index 6f8ada85f8..e4694aa18b 100644 --- a/data/bestiary/creatures-aoe2.json +++ b/data/bestiary/creatures-aoe2.json @@ -50,8 +50,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -62,13 +61,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -91,7 +88,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -119,7 +115,6 @@ "DC": 24, "savingThrow": "Fortitude", "onset": "1 day", - "maxDuration": null, "stages": [ { "stage": 1, @@ -218,8 +213,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -230,19 +224,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -417,8 +408,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -429,13 +419,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -453,7 +441,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -587,8 +574,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -599,13 +585,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], @@ -643,7 +627,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -813,8 +796,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -825,13 +807,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": [ "negative healing" ] @@ -871,7 +851,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -1019,8 +998,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -1031,13 +1009,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -1066,7 +1042,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1233,8 +1208,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -1245,13 +1219,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": [ "fast healing 8" ] @@ -1306,7 +1278,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -1464,8 +1435,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -1476,19 +1446,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -1497,7 +1464,6 @@ "range": "Melee", "name": "mandibles", "attack": 18, - "traits": null, "effects": [ "marrow rot" ], @@ -1534,7 +1500,6 @@ "DC": 24, "savingThrow": "Fortitude", "onset": "1 day", - "maxDuration": null, "stages": [ { "stage": 1, @@ -1628,8 +1593,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -1640,13 +1604,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -1664,7 +1626,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1784,8 +1745,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -1796,13 +1756,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -1827,7 +1785,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1835,7 +1792,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [ "najra lizard venom" ], @@ -1942,8 +1898,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -1954,13 +1909,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": [ "negative healing" ] @@ -1994,7 +1947,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2134,8 +2086,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -2146,13 +2097,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -2168,7 +2117,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -2329,8 +2277,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -2341,19 +2288,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2509,8 +2453,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -2521,13 +2464,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], @@ -2545,7 +2486,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2689,8 +2629,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -2701,13 +2640,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -2736,7 +2673,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2868,8 +2804,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2880,13 +2815,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -2899,7 +2832,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2907,7 +2839,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d8+4} piercing", "types": [ @@ -3049,8 +2980,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -3061,13 +2991,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -3085,7 +3013,6 @@ } ], "speed": { - "abilities": null, "walk": 45 }, "attacks": [ @@ -3246,8 +3173,7 @@ } ], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -3258,13 +3184,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -3302,7 +3226,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 10 }, @@ -3311,7 +3234,6 @@ "range": "Melee", "name": "pseudopod", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 1d8+8} bludgeoning plus {@damage 2d6} acid", "types": [ @@ -3415,8 +3337,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -3427,13 +3348,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], @@ -3449,7 +3368,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-aoe3.json b/data/bestiary/creatures-aoe3.json index 55d425f973..970ca52132 100644 --- a/data/bestiary/creatures-aoe3.json +++ b/data/bestiary/creatures-aoe3.json @@ -83,8 +83,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -95,19 +94,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "swim ": 50 @@ -133,7 +129,6 @@ "range": "Melee", "name": "spine", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 2d6+4} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ @@ -337,8 +332,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -349,13 +343,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": [ "negative healing" ] @@ -381,7 +373,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 10, "swim ": 40 @@ -446,8 +437,6 @@ "note": "", "DC": 26, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -592,8 +581,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -604,19 +592,16 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 245, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -778,8 +763,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -790,19 +774,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "swim ": 40 }, @@ -956,8 +937,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -968,13 +948,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -990,7 +968,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1128,8 +1105,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -1140,19 +1116,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -1333,8 +1306,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -1345,13 +1317,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -1369,7 +1339,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1543,8 +1512,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -1555,19 +1523,16 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1654,7 +1619,7 @@ ] }, { - "name": "Gang Tough", + "name": "Washboard Dog Tough", "isNpc": false, "source": "AoE3", "page": 8, @@ -1690,7 +1655,7 @@ }, "abilityMods": { "Str": 4, - "Dex": 4, + "Dex": 3, "Con": 4, "Int": 0, "Wis": 2, @@ -1698,12 +1663,13 @@ }, "items": [ "+1 morningstar", - "additional items (see below)" + "chain shirt", + "heavy crossbow with 10 bolts", + "steel shield" ], "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -1714,19 +1680,26 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": null } ], - "abilitiesMid": [], + "abilitiesMid": [ + { + "activity": { + "number": 1, + "unit": "reaction" + }, + "entries": [], + "name": "Shield Block", + "generic": true + } + ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1743,26 +1716,220 @@ "types": [ "bludgeoning" ] + }, + { + "range": "Melee", + "name": "shield bash", + "attack": 18, + "effects": [], + "damage": "{@damage 1d4+6} bludgeoning", + "types": [ + "bludgeoning" + ] + }, + { + "range": "Ranged", + "name": "heavy crossbow", + "attack": 16, + "traits": [ + "range increment 120 feet", + "reload 2" + ], + "effects": [], + "damage": "{@damage 1d10} piercing", + "types": [ + "piercing" + ] } ], "abilitiesBot": [ { "entries": [ - "Whenever the gang tough makes a successful melee {@action Strike} against a {@condition frightened} creature," + "Whenever the gang tough makes a successful melee {@action Strike} against a {@condition frightened} creature, the {@action Strike} deals an extra weapon die of damage." ], "name": "Bullyrag Beatdown" }, { "entries": [ - "{@action Strike} deals an extra weapon die of damage." + "When the gang tough's {@action Strike} with a bludgeoning weapon is a critical hit and deals damage, the target becomes {@condition frightened|CRB|frightened 1}." ], - "name": "the" + "name": "Frightening Critical" + }, + { + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "auditory", + "manipulate" + ], + "entries": [ + "The Washboard Dog scrapes their weapon up and down their washboard shield, making such a clatter that it's hard to hear anything over the din. Until the beginning of the Washboard Dog tough's next turn, all creatures within 30 feet gain a +1 circumstance bonus to any saves to resist auditory spells or abilities." + ], + "name": "Scraping Clamor" + } + ], + "inflicts": { + "damage": [ + "bludgeoning" + ], + "condition": [ + "{@condition frightened}" + ] + }, + "misc": [ + "MA", + "CC", + "UW" + ] + }, + { + "name": "Diobel Sweeper Tough", + "isNpc": false, + "source": "AoE3", + "page": 8, + "level": 7, + "rarity": "Uncommon", + "alignment": "N", + "size": "Medium", + "traits": [ + "Human" + ], + "creatureType": [ + "Humanoid" + ], + "perception": { + "default": 17 + }, + "languages": { + "languages": [ + "Common" + ], + "languageAbilities": [] + }, + "skills": { + "Athletics": { + "default": 17 + }, + "Intimidation": { + "default": 13 + }, + "Gang Lore": { + "default": 13 + } + }, + "abilityMods": { + "Str": 4, + "Dex": 4, + "Con": 4, + "Int": 0, + "Wis": 2, + "Cha": 0 + }, + "items": [ + "+1 morningstar", + "moderate bottled lightning (2)", + "moderate frost vials (2)", + "sling (with 3 spellstrike bullets [type I, magic missile]", + "moderate tanglefoot bag" + ], + "abilitiesTop": [], + "ac": { + "default": 24 + }, + "savingThrows": { + "Fort": { + "default": 17 + }, + "Ref": { + "default": 17 + }, + "Will": { + "default": 13 + } + }, + "hp": [ + { + "hp": 125, + "abilities": null + } + ], + "abilitiesMid": [], + "speed": { + "walk": 25 + }, + "attacks": [ + { + "range": "Melee", + "name": "morningstar", + "attack": 18, + "traits": [ + "magical", + "versatile P" + ], + "effects": [], + "damage": "{@damage 1d6+8} bludgeoning", + "types": [ + "bludgeoning" + ] + }, + { + "range": "Ranged", + "name": "sling", + "attack": 17, + "traits": [ + "range increment 50 feet", + "propulsive", + "reload 1" + ], + "effects": [], + "damage": "{@damage 1d6+6} bludgeoning plus {@damage 3d4+3 force}", + "types": [ + "bludgeoning", + "force" + ] + }, + { + "range": "Ranged", + "name": "bomb", + "attack": 19, + "traits": [ + "alchemical", + "bomb", + "range increment 30 feet" + ], + "effects": [], + "damage": "{@damage 2d6} cold or electricity plus 2 splash", + "types": [ + "cold", + "electricity", + "splash" + ] + } + ], + "abilitiesBot": [ + { + "entries": [ + "Whenever the gang tough makes a successful melee {@action Strike} against a {@condition frightened} creature, the {@action Strike} deals an extra weapon die of damage." + ], + "name": "Bullyrag Beatdown" }, { "entries": [ "When the gang tough's {@action Strike} with a bludgeoning weapon is a critical hit and deals damage, the target becomes {@condition frightened|CRB|frightened 1}." ], "name": "Frightening Critical" + }, + { + "activity": { + "number": 1, + "unit": "action" + }, + "entries": [ + "The Diobel Sweeper tough Interacts to draw a bomb, then Strikes with it." + ], + "name": "Quick Bomber" } ], "inflicts": { @@ -1819,8 +1986,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -1831,13 +1997,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": [ "negative healing" ] @@ -1873,7 +2037,6 @@ } ], "speed": { - "abilities": null, "walk": 45 }, "attacks": [ @@ -2013,8 +2176,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -2025,13 +2187,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -2078,7 +2238,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2174,8 +2333,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -2186,13 +2344,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 306, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by fire" ] @@ -2216,7 +2372,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 10 }, @@ -2368,8 +2523,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -2380,19 +2534,16 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2645,8 +2796,7 @@ ], "ac": { "default": 27, - "with shield raised": 29, - "abilities": null + "with shield raised": 29 }, "savingThrows": { "Fort": { @@ -2657,13 +2807,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -2688,7 +2836,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 15 }, @@ -2712,7 +2859,6 @@ "range": "Melee", "name": "jaws", "attack": 19, - "traits": null, "effects": [], "damage": "{@damage 1d6+10} piercing", "types": [ @@ -2872,8 +3018,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -2884,19 +3029,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3085,8 +3227,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -3097,19 +3238,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-aoe4.json b/data/bestiary/creatures-aoe4.json index 611f6c19c6..e5035054d8 100644 --- a/data/bestiary/creatures-aoe4.json +++ b/data/bestiary/creatures-aoe4.json @@ -62,8 +62,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -74,19 +73,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -235,8 +231,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -247,19 +242,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -477,8 +469,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -489,13 +480,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -538,7 +527,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -695,8 +683,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -707,13 +694,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -743,7 +728,6 @@ } ], "speed": { - "abilities": null, "fly ": 50 }, "attacks": [ @@ -874,8 +858,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -886,19 +869,16 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 285, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1183,8 +1163,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -1195,19 +1174,16 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1380,8 +1356,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -1392,13 +1367,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -1424,7 +1397,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1713,8 +1685,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -1725,13 +1696,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -1759,7 +1728,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "swim ": 30 }, @@ -1768,7 +1736,6 @@ "range": "Melee", "name": "jaws", "attack": 25, - "traits": null, "effects": [ "jorogumo venom" ], @@ -1906,7 +1873,6 @@ "note": "", "DC": 32, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -2035,8 +2001,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -2047,13 +2012,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -2075,7 +2038,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2297,8 +2259,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -2309,13 +2270,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -2343,7 +2302,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2613,8 +2571,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -2625,13 +2582,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -2655,7 +2610,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2801,8 +2755,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -2813,13 +2766,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -2847,7 +2798,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3003,8 +2953,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -3015,13 +2964,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 305, - "note": null, "abilities": null } ], @@ -3066,7 +3013,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -3222,8 +3168,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -3234,13 +3179,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -3262,7 +3205,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3425,8 +3367,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -3437,13 +3378,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": null } ], @@ -3708,8 +3647,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -3720,13 +3658,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -3762,7 +3698,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -3990,8 +3925,7 @@ "abilitiesTop": [], "ac": { "default": 36, - "with shield raised": 38, - "abilities": null + "with shield raised": 38 }, "savingThrows": { "Fort": { @@ -4002,13 +3936,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": null } ], @@ -4024,7 +3956,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4274,8 +4205,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -4286,13 +4216,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 340, - "note": null, "abilities": null } ], @@ -4332,7 +4260,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-aoe5.json b/data/bestiary/creatures-aoe5.json index 7e18f6fc85..040c1c4a7a 100644 --- a/data/bestiary/creatures-aoe5.json +++ b/data/bestiary/creatures-aoe5.json @@ -45,8 +45,7 @@ }, "abilitiesTop": [], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -57,13 +56,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -81,7 +78,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -226,8 +222,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -238,13 +233,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": null } ], @@ -260,7 +253,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -430,8 +422,7 @@ ], "ac": { "default": 39, - "with shield raised": 41, - "abilities": null + "with shield raised": 41 }, "savingThrows": { "Fort": { @@ -442,13 +433,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 290, - "note": null, "abilities": null } ], @@ -474,7 +463,6 @@ } ], "speed": { - "abilities": null, "walk": 15 }, "attacks": [ @@ -607,8 +595,7 @@ ], "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -619,13 +606,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -770,8 +755,7 @@ }, "abilitiesTop": [], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -782,13 +766,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 455, - "note": null, "abilities": null } ], @@ -839,7 +821,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1036,8 +1017,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -1048,13 +1028,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -1090,7 +1068,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -1246,8 +1223,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -1258,13 +1234,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -1282,7 +1256,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1496,8 +1469,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -1508,19 +1480,16 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 35 }, @@ -1635,8 +1604,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -1647,19 +1615,16 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1826,13 +1791,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -1844,7 +1807,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2057,8 +2019,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -2069,13 +2030,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -2103,7 +2062,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2305,8 +2263,7 @@ } ], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -2317,13 +2274,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 450, - "note": null, "abilities": null } ], @@ -2339,7 +2294,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2478,8 +2432,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -2490,13 +2443,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 320, - "note": null, "abilities": null } ], @@ -2536,7 +2487,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 50 }, @@ -2625,7 +2575,6 @@ "note": "", "DC": 38, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -2756,8 +2705,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -2768,13 +2716,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 440, - "note": null, "abilities": null } ], @@ -2786,7 +2732,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "swim ": 20 }, @@ -3012,8 +2957,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -3024,13 +2968,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 310, - "note": null, "abilities": [ "rejuvenation" ] @@ -3080,7 +3022,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -3287,8 +3228,7 @@ }, "abilitiesTop": [], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -3299,19 +3239,16 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "swim ": 20 }, @@ -3640,8 +3577,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -3652,13 +3588,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 340, - "note": null, "abilities": null } ], @@ -3676,7 +3610,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3813,8 +3746,6 @@ "note": " A creature can't recover from\n{@condition drained} until Abyssal plague is cured", "DC": 41, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -3943,8 +3874,7 @@ } ], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -3955,13 +3885,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 340, - "note": null, "abilities": null } ], @@ -4169,8 +4097,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -4181,13 +4108,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": [ "negative healing" ] @@ -4216,7 +4141,6 @@ } ], "speed": { - "abilities": null, "walk": 5, "swim ": 30 }, @@ -4369,8 +4293,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -4381,13 +4304,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": null } ], @@ -4437,7 +4358,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4526,7 +4446,6 @@ "note": " Reginald is immune to the\ntoxic ink that flows through his veins", "DC": 38, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -4642,8 +4561,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -4654,19 +4572,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4808,8 +4723,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -4820,13 +4734,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], @@ -4840,7 +4752,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 30 }, @@ -5074,8 +4985,7 @@ } ], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -5086,19 +4996,16 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5250,8 +5157,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -5262,13 +5168,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 225, - "note": null, "abilities": null } ], @@ -5313,7 +5217,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "swim ": 100 }, @@ -5527,8 +5430,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -5539,13 +5441,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": [ "negative healing" ] @@ -5559,7 +5459,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "burrow ": 5 }, @@ -5737,8 +5636,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -5749,13 +5647,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": [ "rejuvenation" ] @@ -5789,7 +5685,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-aoe6.json b/data/bestiary/creatures-aoe6.json index 45387d7088..48a34f6448 100644 --- a/data/bestiary/creatures-aoe6.json +++ b/data/bestiary/creatures-aoe6.json @@ -64,8 +64,7 @@ }, "abilitiesTop": [], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -76,13 +75,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 290, - "note": null, "abilities": null } ], @@ -126,7 +123,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 60 }, @@ -391,8 +387,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -403,13 +398,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": null } ], @@ -445,7 +438,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 40 }, @@ -637,8 +629,7 @@ }, "abilitiesTop": [], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -649,13 +640,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": null } ], @@ -682,7 +671,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 50 }, @@ -827,8 +815,7 @@ ], "abilitiesTop": [], "ac": { - "default": 50, - "abilities": null + "default": 50 }, "savingThrows": { "Fort": { @@ -839,13 +826,11 @@ }, "Will": { "default": 41 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by evil)" ] @@ -876,7 +861,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 60 }, @@ -1128,8 +1112,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -1140,13 +1123,11 @@ }, "Will": { "default": 39 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": [ "{@ability regeneration} 30 (deactivated by lawful)" ] @@ -1190,7 +1171,6 @@ } ], "speed": { - "abilities": null, "fly ": 70, "swim ": 50 }, @@ -1388,8 +1368,7 @@ } ], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -1400,19 +1379,16 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 375, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1684,8 +1660,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -1696,13 +1671,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -1760,7 +1733,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1944,8 +1916,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -1956,13 +1927,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 320, - "note": null, "abilities": null } ], @@ -1980,7 +1949,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 60, "swim ": 60 }, @@ -2173,8 +2141,7 @@ }, "abilitiesTop": [], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -2185,13 +2152,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": null } ], @@ -2215,7 +2180,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -2437,8 +2401,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -2449,13 +2412,11 @@ }, "Will": { "default": 40 - }, - "abilities": null + } }, "hp": [ { "hp": 475, - "note": null, "abilities": null } ], @@ -2497,7 +2458,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -2834,8 +2794,7 @@ } ], "ac": { - "default": 48, - "abilities": null + "default": 48 }, "savingThrows": { "Fort": { @@ -2846,13 +2805,11 @@ }, "Will": { "default": 36 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": null } ], @@ -3116,8 +3073,7 @@ } ], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -3128,13 +3084,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 450, - "note": null, "abilities": null } ], @@ -3218,7 +3172,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -3395,8 +3348,7 @@ }, "abilitiesTop": [], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -3407,13 +3359,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": [ "negative healing" ] @@ -3456,7 +3406,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -3627,8 +3576,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -3639,13 +3587,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": null } ], @@ -3680,7 +3626,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 100 }, @@ -3980,8 +3925,7 @@ ], "abilitiesTop": [], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -3992,13 +3936,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 260, - "note": null, "abilities": null } ], @@ -4033,7 +3975,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4219,8 +4160,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -4231,13 +4171,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": [ "fast healing 10" ] @@ -4560,8 +4498,7 @@ } ], "ac": { - "default": 48, - "abilities": null + "default": 48 }, "savingThrows": { "Fort": { @@ -4572,13 +4509,11 @@ }, "Will": { "default": 41 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": [ "fast healing 15" ] @@ -4951,8 +4886,7 @@ } ], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -4963,13 +4897,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -5274,8 +5206,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -5286,13 +5217,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": [ "fast healing 5" ] @@ -5694,8 +5623,7 @@ } ], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -5706,13 +5634,11 @@ }, "Will": { "default": 38 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": [ "fast healing 20" ] @@ -6098,8 +6024,7 @@ } ], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -6110,13 +6035,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -6145,7 +6068,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6304,8 +6226,7 @@ } ], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -6316,13 +6237,11 @@ }, "Will": { "default": 37 - }, - "abilities": null + } }, "hp": [ { "hp": 355, - "note": null, "abilities": null } ], @@ -6570,8 +6489,7 @@ } ], "ac": { - "default": 48, - "abilities": null + "default": 48 }, "savingThrows": { "Fort": { @@ -6582,13 +6500,11 @@ }, "Will": { "default": 39 - }, - "abilities": null + } }, "hp": [ { "hp": 500, - "note": null, "abilities": null } ], @@ -6907,8 +6823,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -6919,13 +6834,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": [ "fast healing 10" ] @@ -7265,8 +7178,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -7277,13 +7189,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 205, - "note": null, "abilities": null } ], @@ -7320,7 +7230,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [], @@ -7506,8 +7415,7 @@ } ], "ac": { - "default": 48, - "abilities": null + "default": 48 }, "savingThrows": { "Fort": { @@ -7518,13 +7426,11 @@ }, "Will": { "default": 36 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": null } ], @@ -7564,7 +7470,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 80 }, @@ -7790,8 +7695,7 @@ ], "ac": { "default": 31, - "from inside the Dimensional Pit": 27, - "abilities": null + "from inside the Dimensional Pit": 27 }, "savingThrows": { "Fort": { @@ -7802,13 +7706,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 535, - "note": null, "abilities": null } ], @@ -7840,7 +7742,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -7991,8 +7892,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -8003,13 +7903,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -8039,7 +7937,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -8125,8 +8022,6 @@ "note": " Non-fiend\ncreatures adjacent to the afflicted creature take a\n\u20131 circumstance penalty to saving throws against\ndisease", "DC": 36, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -8272,8 +8167,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -8284,13 +8178,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 355, - "note": null, "abilities": null } ], @@ -8339,7 +8231,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 75 }, @@ -8590,8 +8481,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -8602,13 +8492,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 375, - "note": null, "abilities": null } ], @@ -8670,7 +8558,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 200 }, diff --git a/data/bestiary/creatures-av1.json b/data/bestiary/creatures-av1.json index e4abe32cfd..f288e94a73 100644 --- a/data/bestiary/creatures-av1.json +++ b/data/bestiary/creatures-av1.json @@ -58,8 +58,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -70,13 +69,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": [ "negative healing" ] @@ -84,7 +81,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "burrow ": 5 }, @@ -93,7 +89,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "traits": null, "effects": [ "ghoul fever", "paralysis" @@ -251,8 +246,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -263,13 +257,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 48, - "note": null, "abilities": [ "negative healing" ] @@ -287,7 +279,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "burrow ": 5, "climb ": 20 @@ -297,7 +288,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [ "ghoul fever", "paralysis" @@ -349,8 +339,6 @@ "note": "", "DC": 20, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -473,8 +461,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -485,13 +472,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": [ "negative healing" ] @@ -527,7 +512,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 20 }, @@ -536,7 +520,6 @@ "range": "Melee", "name": "mouth", "attack": 14, - "traits": null, "effects": [ "Grab" ], @@ -677,8 +660,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -689,19 +671,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "climb ": 20 }, @@ -710,7 +689,6 @@ "range": "Melee", "name": "trident", "attack": 6, - "traits": null, "effects": [], "damage": "{@damage 1d8+1} piercing", "types": [ @@ -903,8 +881,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -915,13 +892,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": [ "negative healing" ] @@ -936,7 +911,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "burrow ": 5 }, @@ -945,7 +919,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [ "ghoul fever", "paralysis" @@ -1048,8 +1021,6 @@ "note": "", "DC": 20, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -1184,8 +1155,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -1196,13 +1166,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 64, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -1223,7 +1191,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -1335,8 +1302,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -1347,13 +1313,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": [ "negative healing" ] @@ -1401,7 +1365,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -1410,7 +1373,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ @@ -1553,8 +1515,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -1565,13 +1526,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], @@ -1606,7 +1565,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -1736,8 +1694,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -1748,13 +1705,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 48, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -1780,7 +1735,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -1921,8 +1875,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -1933,13 +1886,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -1951,7 +1902,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1988,7 +1938,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "traits": null, "effects": [ "curse of the werewolf" ], @@ -2146,8 +2095,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2158,19 +2106,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -2178,7 +2123,6 @@ "range": "Melee", "name": "jaws", "attack": 13, - "traits": null, "effects": [], "damage": "{@damage 2d6+7} piercing plus", "types": [ @@ -2285,8 +2229,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2297,19 +2240,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 58, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -2318,7 +2258,6 @@ "range": "Melee", "name": "club", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ @@ -2492,8 +2431,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -2504,19 +2442,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 46, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -2686,8 +2621,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -2698,19 +2632,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -2876,8 +2807,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2888,13 +2818,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": [ "negative healing" ] @@ -2909,7 +2837,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "burrow ": 5 }, @@ -2918,7 +2845,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [ "ghoul fever", "paralysis" @@ -3183,8 +3109,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -3195,13 +3120,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -3217,7 +3140,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -3249,8 +3171,6 @@ "note": " The {@condition sickened} and {@condition unconscious}\nconditions from filth fever don't improve on their\nown until the disease is cured.", "DC": 25, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -3365,8 +3285,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -3377,13 +3296,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -3408,7 +3325,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -3557,8 +3473,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -3569,13 +3484,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -3604,7 +3517,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -3816,13 +3728,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 85, - "note": null, "abilities": [ "fast healing 7" ] @@ -3870,7 +3780,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 25 }, @@ -4111,8 +4020,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -4123,19 +4031,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-av2.json b/data/bestiary/creatures-av2.json index aacbf59f13..bacf94e958 100644 --- a/data/bestiary/creatures-av2.json +++ b/data/bestiary/creatures-av2.json @@ -61,8 +61,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -73,13 +72,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -97,7 +94,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -272,8 +268,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -284,13 +279,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": [ "negative healing" ] @@ -346,7 +339,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -491,8 +483,6 @@ "note": "\nThis disease and any damage from it can't be healed\nuntil this curse is removed. A creature killed by mummy\nrot turns to dust and can't be resurrected except by a\n7th-level resurrect ritual or similar magic.", "DC": 24, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -600,8 +590,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -612,13 +601,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 72, - "note": null, "abilities": null } ], @@ -648,7 +635,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -773,8 +759,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -785,13 +770,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -821,7 +804,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -954,8 +936,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -966,13 +947,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 76, - "note": null, "abilities": null } ], @@ -984,7 +963,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1103,8 +1081,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -1115,13 +1092,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -1168,7 +1143,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [], @@ -1263,8 +1237,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -1275,13 +1248,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 72, - "note": null, "abilities": null } ], @@ -1309,7 +1280,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1331,7 +1301,6 @@ "range": "Melee", "name": "jaws", "attack": 13, - "traits": null, "effects": [], "damage": "{@damage 1d6+6} piercing", "types": [ @@ -1500,8 +1469,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -1512,13 +1480,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -1559,7 +1525,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1823,8 +1788,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -1835,13 +1799,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 62, - "note": null, "abilities": null } ], @@ -1859,7 +1821,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [], @@ -2032,8 +1993,7 @@ ], "ac": { "default": 24, - "with shield raised": 26, - "abilities": null + "with shield raised": 26 }, "savingThrows": { "Fort": { @@ -2044,13 +2004,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": [ "negative healing" ] @@ -2092,7 +2050,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2117,7 +2074,6 @@ "range": "Melee", "name": "fist", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d8+8} bludgeoning", "types": [ @@ -2253,8 +2209,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -2265,19 +2220,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2454,8 +2406,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2466,13 +2417,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -2489,7 +2438,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2663,8 +2611,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2675,13 +2622,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -2699,7 +2644,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2885,8 +2829,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -2897,13 +2840,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -2932,7 +2873,6 @@ } ], "speed": { - "abilities": null, "fly ": 50 }, "attacks": [ @@ -3167,8 +3107,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -3179,13 +3118,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -3232,7 +3169,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3382,7 +3318,6 @@ "note": "", "DC": 21, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -3512,8 +3447,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -3524,13 +3458,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -3571,7 +3503,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3679,7 +3610,6 @@ "note": "", "DC": 21, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -3772,13 +3702,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": [ "negative healing" ] @@ -3817,7 +3745,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20, "swim ": 20 @@ -3982,13 +3909,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": [ "negative healing" ] @@ -4016,7 +3941,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "swim ": 20 @@ -4180,8 +4104,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -4192,13 +4115,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -4236,7 +4157,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4487,8 +4407,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -4499,13 +4418,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": [ "negative healing" ] @@ -4547,7 +4464,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4568,7 +4484,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [ "wicked bite" ], diff --git a/data/bestiary/creatures-av3.json b/data/bestiary/creatures-av3.json index a21a293846..f45321e4bc 100644 --- a/data/bestiary/creatures-av3.json +++ b/data/bestiary/creatures-av3.json @@ -91,8 +91,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -103,13 +102,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -168,7 +165,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -329,7 +325,6 @@ { "name": "Sorcerer Bloodline", "type": "Focus", - "tradition": null, "DC": 33, "fp": 2, "entry": { @@ -485,8 +480,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -497,13 +491,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -527,7 +519,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -788,8 +779,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -800,13 +790,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": [ "negative healing" ] @@ -1032,8 +1020,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -1044,13 +1031,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": null } ], @@ -1081,7 +1066,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1236,13 +1220,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -1409,8 +1391,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -1421,13 +1402,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -1458,7 +1437,6 @@ } ], "speed": { - "abilities": null, "walk": 10 }, "attacks": [ @@ -1466,7 +1444,6 @@ "range": "Ranged", "name": "bloom", "attack": 18, - "traits": null, "effects": [], "damage": "{@damage 2d10+8} bludgeoning plus {@damage 1d6} poison", "types": [ @@ -1571,13 +1548,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -1792,8 +1767,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -1804,13 +1778,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": [ "negative healing" ] @@ -1848,7 +1820,6 @@ } ], "speed": { - "abilities": null, "fly ": 50 }, "attacks": [ @@ -2011,8 +1982,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -2023,13 +1993,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -2048,7 +2016,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2229,8 +2196,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -2241,13 +2207,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -2278,7 +2242,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2475,8 +2438,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2487,13 +2449,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -2509,7 +2469,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2686,8 +2645,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -2698,13 +2656,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -2743,7 +2699,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2915,8 +2870,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -2927,13 +2881,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": [ "negative healing" ] @@ -2988,7 +2940,6 @@ "range": "Melee", "name": "fist", "attack": 21, - "traits": null, "effects": [ "bog rot" ], @@ -3099,8 +3050,6 @@ "note": " This\naffliction can't be reduced below stage 1, nor can the\ndamage from it be healed, until it's successfully treated\nwith remove curse or a similar effect; the affliction can\nthen be removed as normal for a disease. A creature\nkilled by bog rot melts into a noxious sludge and can't\nbe resurrected except by a 7th-level resurrect ritual or\nsimilar magic", "DC": 21, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -3209,8 +3158,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -3221,13 +3169,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": [ "death motes" ] @@ -3257,7 +3203,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3527,8 +3472,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -3539,13 +3483,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": [ "negative healing" ] @@ -3586,7 +3528,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3609,7 +3550,6 @@ "range": "Melee", "name": "jaws", "attack": 23, - "traits": null, "effects": [ "wicked bite" ], @@ -3829,8 +3769,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -3841,13 +3780,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": [ "negative healing" ] @@ -3882,7 +3819,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4163,8 +4099,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -4175,13 +4110,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], @@ -4209,7 +4142,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4415,8 +4347,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -4427,13 +4358,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], @@ -4473,7 +4402,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -4665,8 +4593,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -4677,13 +4604,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -4722,7 +4647,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "fly ": 20 }, @@ -4778,7 +4702,6 @@ "note": "", "DC": 28, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -4891,8 +4814,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -4903,13 +4825,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -4931,7 +4851,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -4953,7 +4872,6 @@ "range": "Ranged", "name": "hand crossbow", "attack": 22, - "traits": null, "effects": [ "stupor poison" ], @@ -5092,8 +5010,7 @@ ], "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -5104,13 +5021,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": [ "negative healing" ] @@ -5138,7 +5053,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5160,7 +5074,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "traits": null, "effects": [ "{@dice 2d6+8}", "Wicked Bite" @@ -5413,8 +5326,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -5425,13 +5337,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 92, - "note": null, "abilities": [ "negative healing" ] @@ -5459,7 +5369,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5485,7 +5394,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "traits": null, "effects": [ "Wicked Bite" ], @@ -5656,8 +5564,7 @@ ], "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -5668,13 +5575,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": [ "negative healing" ] @@ -5701,7 +5606,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5726,7 +5630,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [ "{@dice 2d6+7}", "Wicked Bite" @@ -5883,8 +5786,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -5895,13 +5797,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -5923,7 +5823,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "swim ": 25 }, diff --git a/data/bestiary/creatures-bst.json b/data/bestiary/creatures-bst.json index de6e6e844b..2ba4b764c0 100644 --- a/data/bestiary/creatures-bst.json +++ b/data/bestiary/creatures-bst.json @@ -65,8 +65,7 @@ "abilitiesTop": [], "ac": { "default": 23, - "with shield raised": 25, - "abilities": null + "with shield raised": 25 }, "savingThrows": { "Fort": { @@ -77,13 +76,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 73, - "note": null, "abilities": null } ], @@ -131,7 +128,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -183,17 +179,13 @@ { "name": "Champion Devotion", "type": "Focus", - "tradition": null, "DC": 20, "fp": 1, "entry": { "3": { "spells": [ { - "name": "lay on hands", - "notes": [ - "Core Rulebook 387" - ] + "name": "lay on hands" } ] } @@ -256,8 +248,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -268,13 +259,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": [ "repair mode" ] @@ -312,9 +301,10 @@ "abilitiesMid": [ { "entries": [ - "Antimagic harmed by acid ({@dice 9d10}, {@dice 2d10} from areas or {@condition persistent damage}); healed by fire (area {@dice 2d10} HP); {@condition slowed} by electricity." + "harmed by acid ({@dice 9d10}, {@dice 2d10} from areas or {@condition persistent damage}); healed by fire (area {@dice 2d10} HP); {@condition slowed} by electricity." ], - "name": "Golem" + "name": "Golem Antimagic", + "generic": true }, { "entries": [ @@ -330,7 +320,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -486,8 +475,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -498,13 +486,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -545,7 +531,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 120, "swim ": 50 @@ -773,8 +758,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -785,13 +769,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 260, - "note": null, "abilities": null } ], @@ -832,7 +814,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 20, "fly ": 150 @@ -1065,8 +1046,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -1077,13 +1057,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -1124,7 +1102,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "burrow ": 30, "fly ": 120 @@ -1338,8 +1315,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -1350,13 +1326,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 260, - "note": null, "abilities": null } ], @@ -1407,7 +1381,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 140, "swim ": 50 @@ -1620,8 +1593,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -1632,13 +1604,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -1889,8 +1859,7 @@ }, "abilitiesTop": [], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -1901,13 +1870,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 330, - "note": null, "abilities": null } ], @@ -1966,7 +1933,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 180, "swim ": 50 @@ -2201,8 +2167,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -2213,13 +2178,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -2490,8 +2453,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -2502,13 +2464,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 305, - "note": null, "abilities": null } ], @@ -2567,7 +2527,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 150 }, @@ -2784,8 +2743,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -2796,13 +2754,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 295, - "note": null, "abilities": null } ], @@ -3050,8 +3006,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -3062,13 +3017,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -3339,8 +3292,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -3351,13 +3303,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 12, - "note": null, "abilities": [ "fast healing 2 (in open air)" ] @@ -3365,7 +3315,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 40 }, @@ -3476,8 +3425,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -3488,13 +3436,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -3542,9 +3488,10 @@ }, { "entries": [ - "Antimagic harmed by sonic ({@dice 5d8}, {@dice 2d6} from areas or {@condition persistent damage}); healed by acid (area {@dice 2d4} HP); {@condition slowed} by cold." + "harmed by sonic ({@dice 5d8}, {@dice 2d6} from areas or {@condition persistent damage}); healed by acid (area {@dice 2d4} HP); {@condition slowed} by cold." ], - "name": "Golem" + "name": "Golem Antimagic", + "generic": true }, { "entries": [ @@ -3554,7 +3501,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3701,8 +3647,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -3713,19 +3658,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "swim ": 60 }, @@ -3923,8 +3865,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -3935,13 +3876,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 325, - "note": null, "abilities": null } ], @@ -3982,7 +3921,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 150, "swim ": 60 @@ -4215,8 +4153,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -4227,13 +4164,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 370, - "note": null, "abilities": null } ], @@ -4274,7 +4209,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "burrow ": 30, "fly ": 200 @@ -4549,8 +4483,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -4561,13 +4494,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 325, - "note": null, "abilities": null } ], @@ -4608,7 +4539,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "burrow ": 40, "fly ": 150 @@ -4817,8 +4747,7 @@ }, "abilitiesTop": [], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -4829,13 +4758,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": null } ], @@ -4911,7 +4838,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 200, "swim ": 60 @@ -5133,8 +5059,7 @@ }, "abilitiesTop": [], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -5145,13 +5070,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 345, - "note": null, "abilities": null } ], @@ -5444,8 +5367,7 @@ }, "abilitiesTop": [], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -5456,13 +5378,11 @@ }, "Will": { "default": 39 - }, - "abilities": null + } }, "hp": [ { "hp": 450, - "note": null, "abilities": null } ], @@ -5527,7 +5447,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 200, "swim ": 60 @@ -5771,8 +5690,7 @@ } ], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -5783,13 +5701,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": null } ], @@ -6084,8 +6000,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -6096,13 +6011,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 425, - "note": null, "abilities": null } ], @@ -6177,7 +6090,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 180 }, @@ -6412,8 +6324,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -6424,13 +6335,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 410, - "note": null, "abilities": null } ], @@ -6697,8 +6606,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -6715,7 +6623,6 @@ "hp": [ { "hp": 330, - "note": null, "abilities": null } ], @@ -6999,8 +6906,7 @@ "abilitiesTop": [], "ac": { "default": 17, - "when broken": 13, - "abilities": null + "when broken": 13 }, "savingThrows": { "Fort": { @@ -7011,13 +6917,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -7051,7 +6955,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -7140,8 +7043,7 @@ "abilitiesTop": [], "ac": { "default": 16, - "when broken": 14, - "abilities": null + "when broken": 14 }, "savingThrows": { "Fort": { @@ -7152,13 +7054,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 6, - "note": null, "abilities": null } ], @@ -7192,7 +7092,6 @@ } ], "speed": { - "abilities": null, "walk": 15 }, "attacks": [ @@ -7273,8 +7172,7 @@ "abilitiesTop": [], "ac": { "default": 19, - "when broken": 15, - "abilities": null + "when broken": 15 }, "savingThrows": { "Fort": { @@ -7285,13 +7183,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -7325,7 +7221,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -7400,8 +7295,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -7412,19 +7306,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "burrow ": 20 }, @@ -7542,8 +7433,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -7554,19 +7444,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -7704,8 +7591,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -7722,13 +7608,11 @@ "hp": [ { "hp": 85, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -7867,7 +7751,7 @@ "Cha": 1 }, "items": [ - "shortsword" + "{@item shortsword}" ], "abilitiesTop": [ { @@ -7879,8 +7763,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -7891,13 +7774,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 22, - "note": null, "abilities": null } ], @@ -7920,7 +7801,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 40 }, @@ -8070,8 +7950,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -8082,13 +7961,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -8120,7 +7997,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -8272,8 +8148,7 @@ "abilitiesTop": [], "ac": { "default": 20, - "with shield raised": 22, - "abilities": null + "with shield raised": 22 }, "savingThrows": { "Fort": { @@ -8284,13 +8159,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -8342,7 +8215,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -8363,7 +8235,6 @@ "range": "Melee", "name": "shield bash", "attack": 13, - "traits": null, "effects": [], "damage": "{@damage 1d6+10} bludgeoning", "types": [ @@ -8457,8 +8328,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -8469,13 +8339,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": null } ], @@ -8525,7 +8393,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 60 }, @@ -8758,8 +8625,7 @@ ], "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -8770,13 +8636,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 285, - "note": null, "abilities": null } ], @@ -8810,7 +8674,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 75 }, @@ -9009,8 +8872,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -9021,13 +8883,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -9059,7 +8919,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -9167,8 +9026,7 @@ ], "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -9179,13 +9037,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -9205,7 +9061,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9383,8 +9238,7 @@ }, "abilitiesTop": [], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -9395,13 +9249,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 320, - "note": null, "abilities": null } ], @@ -9430,7 +9282,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 40, "swim ": 60 @@ -9495,7 +9346,6 @@ "note": "", "DC": 37, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -9638,8 +9488,7 @@ ], "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -9650,13 +9499,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 145, - "note": null, "abilities": null } ], @@ -9687,7 +9534,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 40 }, @@ -9900,8 +9746,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -9912,13 +9757,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -9937,7 +9780,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "swim ": 20 @@ -9947,7 +9789,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [ "Grab" ], @@ -10069,8 +9910,7 @@ ], "abilitiesTop": [], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -10081,13 +9921,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 480, - "note": null, "abilities": null } ], @@ -10150,7 +9988,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 70 }, @@ -10409,8 +10246,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -10421,13 +10257,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": [ "negative healing" ] @@ -10470,7 +10304,6 @@ } ], "speed": { - "abilities": null, "fly ": 60 }, "attacks": [ @@ -10598,8 +10431,7 @@ }, "abilitiesTop": [], "ac": { - "default": 48, - "abilities": null + "default": 48 }, "savingThrows": { "Fort": { @@ -10610,13 +10442,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": null } ], @@ -10668,7 +10498,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "swim ": 80 }, @@ -10821,8 +10650,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -10833,13 +10661,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -10879,7 +10705,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -10972,8 +10797,6 @@ "note": "", "DC": 23, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -11111,8 +10934,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -11123,13 +10945,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -11157,7 +10977,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -11165,7 +10984,6 @@ "range": "Melee", "name": "jaws", "attack": 13, - "traits": null, "effects": [], "damage": "{@damage 2d8+5} piercing", "types": [ @@ -11303,8 +11121,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -11315,13 +11132,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -11346,7 +11161,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -11354,7 +11168,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 2d8+4} piercing", "types": [ @@ -11443,8 +11256,7 @@ } ], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -11455,13 +11267,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 165, - "note": null, "abilities": null } ], @@ -11598,8 +11408,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -11610,19 +11419,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 6, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 30 }, @@ -11716,8 +11522,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -11728,13 +11533,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -11751,7 +11554,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -11759,7 +11561,6 @@ "range": "Melee", "name": "tusk", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 2d6+4} piercing", "types": [ @@ -11848,8 +11649,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -11860,13 +11660,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], @@ -12041,8 +11839,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -12053,13 +11850,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -12298,8 +12093,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -12310,13 +12104,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 38, - "note": null, "abilities": null } ], @@ -12333,7 +12125,6 @@ "range": "Melee", "name": "club", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d6+6} bludgeoning", "types": [ @@ -12496,8 +12287,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -12508,13 +12298,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -12544,7 +12332,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 30 }, @@ -12553,7 +12340,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [ "brain collector venom" ], @@ -12675,7 +12461,6 @@ "note": "", "DC": 26, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -12775,8 +12560,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -12787,13 +12571,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -12809,7 +12591,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "swim ": 50 }, @@ -12818,7 +12599,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [ "Grab" ], @@ -12891,8 +12671,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -12903,19 +12682,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -13046,8 +12822,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -13058,19 +12833,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 34, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -13216,8 +12988,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -13228,19 +12999,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 44, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -13363,8 +13131,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -13375,13 +13142,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -13398,7 +13163,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "traits": null, "effects": [], "damage": "{@damage 2d10+10} piercing", "types": [ @@ -13510,8 +13274,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -13522,13 +13285,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -13547,7 +13308,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 40 }, @@ -13556,7 +13316,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d10+4} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ @@ -13701,8 +13460,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -13713,13 +13471,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 22, - "note": null, "abilities": null } ], @@ -13731,7 +13487,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "fly ": 40 }, @@ -13820,8 +13575,6 @@ "note": " The cacodaemon can telepathically\ncommunicate with the afflicted creature at any distance on the\nsame plane", "DC": 17, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -13957,8 +13710,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -13969,13 +13721,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": [ "death flash" ] @@ -13993,7 +13743,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -14150,8 +13899,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -14162,13 +13910,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": [ "death flare" ] @@ -14202,7 +13948,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -14377,8 +14122,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -14389,13 +14133,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": [ "death flame" ] @@ -14414,7 +14156,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -14573,8 +14314,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -14585,13 +14325,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -14620,7 +14358,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -14806,8 +14543,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -14818,13 +14554,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 19, - "note": null, "abilities": null } ], @@ -14846,7 +14580,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -14977,8 +14710,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -14989,13 +14721,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -15023,7 +14753,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -15141,8 +14870,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -15153,19 +14881,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -15173,7 +14898,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 2d10+6} piercing", "types": [ @@ -15291,8 +15015,7 @@ "abilitiesTop": [], "ac": { "default": 20, - "with shield raised": 22, - "abilities": null + "with shield raised": 22 }, "savingThrows": { "Fort": { @@ -15303,13 +15026,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -15326,7 +15047,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -15360,7 +15080,6 @@ "range": "Melee", "name": "spear", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ @@ -15457,8 +15176,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -15469,13 +15187,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -15499,7 +15215,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -15516,7 +15231,6 @@ "note": "", "DC": 20, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -15616,8 +15330,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -15628,13 +15341,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], @@ -15646,7 +15357,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -15848,8 +15558,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -15860,19 +15569,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -15956,7 +15662,6 @@ { "name": "Druid Order", "type": "Focus", - "tradition": null, "DC": 21, "fp": 1, "entry": { @@ -16037,8 +15742,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -16049,13 +15753,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -16084,7 +15786,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -16093,7 +15794,6 @@ "range": "Melee", "name": "dragon jaws", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d6+9} piercing plus {@damage 2d6} energy damage (see draconic bite)", "types": [ @@ -16105,7 +15805,6 @@ "range": "Melee", "name": "lion jaws", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d10+9} piercing", "types": [ @@ -16116,7 +15815,6 @@ "range": "Melee", "name": "goat horns", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d10+9} piercing", "types": [ @@ -16248,8 +15946,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -16260,13 +15957,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -16297,7 +15992,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 40 }, @@ -16526,8 +16220,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -16538,13 +16231,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -16624,7 +16315,6 @@ "note": "", "DC": 25, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -16718,8 +16408,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -16730,13 +16419,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -16770,7 +16457,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -16842,8 +16528,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -16854,13 +16539,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -16902,9 +16585,10 @@ }, { "entries": [ - "Antimagic harmed by cold and water ({@dice 5d10}, {@dice 2d6} from areas or {@condition persistent damage}); healed by acid (area {@dice 2d6} HP); {@condition slowed} by earth." + "harmed by cold and water ({@dice 5d10}, {@dice 2d6} from areas or {@condition persistent damage}); healed by acid (area {@dice 2d6} HP); {@condition slowed} by earth." ], - "name": "Golem" + "name": "Golem Antimagic", + "generic": true }, { "entries": [ @@ -16934,7 +16618,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -17051,8 +16734,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -17063,19 +16745,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 30 }, @@ -17084,7 +16763,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 1d10+7} piercing", "types": [ @@ -17231,8 +16909,7 @@ ], "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -17243,13 +16920,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -17276,7 +16951,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -17449,8 +17123,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -17461,19 +17134,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 40 }, @@ -17577,8 +17247,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -17589,13 +17258,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": [ "{@ability regeneration} 10 (deactivated by cold iron)" ] @@ -17764,7 +17431,6 @@ "note": "", "DC": 34, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -17843,8 +17509,7 @@ }, "abilitiesTop": [], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -17855,13 +17520,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 410, - "note": null, "abilities": null } ], @@ -17908,7 +17571,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 40, "swim ": 20 @@ -17994,7 +17656,6 @@ "note": "", "DC": 41, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -18116,8 +17777,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -18128,19 +17788,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "swim ": 25 }, @@ -18149,7 +17806,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "traits": null, "effects": [ "Grab" ], @@ -18278,8 +17934,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -18290,13 +17945,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -18334,7 +17987,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -18441,8 +18093,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -18453,13 +18104,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -18476,7 +18125,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -18484,7 +18132,6 @@ "range": "Melee", "name": "tusk", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ @@ -18580,8 +18227,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -18592,13 +18238,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -18616,7 +18260,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 20 }, @@ -18820,8 +18463,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -18832,13 +18474,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -18855,7 +18495,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -18990,7 +18629,6 @@ "note": "", "DC": 25, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "5 minutes", "stages": [ { @@ -19070,8 +18708,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -19082,19 +18719,16 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 50, "climb ": 50 }, @@ -19245,8 +18879,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -19257,19 +18890,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 63, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15 }, "attacks": [ @@ -19457,8 +19087,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -19469,19 +19098,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -19615,8 +19241,7 @@ "abilitiesTop": [], "ac": { "default": 18, - "with shield raised": 20, - "abilities": null + "with shield raised": 20 }, "savingThrows": { "Fort": { @@ -19627,13 +19252,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 34, - "note": null, "abilities": null } ], @@ -19660,7 +19283,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -19668,7 +19290,6 @@ "range": "Melee", "name": "spear", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ @@ -19768,8 +19389,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -19780,19 +19400,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -19800,7 +19417,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 2d6+3} piercing", "types": [ @@ -19894,8 +19510,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -19906,19 +19521,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "swim ": 40 }, @@ -20072,8 +19684,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -20084,13 +19695,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": [ "negative healing" ] @@ -20164,7 +19773,6 @@ } ], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -20375,8 +19983,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -20387,13 +19994,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], @@ -20417,7 +20022,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -20656,12 +20260,11 @@ "items": [ "aklys (page 85) ", "giant centipede venom (4 doses)", - "hand crossbow (20 bolts)" + "{@item hand crossbow} (20 {@item bolt||bolts}" ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -20672,13 +20275,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -20709,7 +20310,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -20866,8 +20466,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -20878,13 +20477,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -20908,7 +20505,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -21063,8 +20659,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -21075,13 +20670,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -21124,7 +20717,6 @@ "range": "Melee", "name": "fangs", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d12+8} piercing plus {@damage 1d6} electricity", "types": [ @@ -21229,8 +20821,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -21241,13 +20832,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by fire)" ] @@ -21325,7 +20914,6 @@ "note": "", "DC": 29, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -21460,8 +21048,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -21472,13 +21059,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 22, - "note": null, "abilities": [ "negative healing" ] @@ -21493,7 +21078,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -21622,8 +21206,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -21634,13 +21217,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -21659,7 +21240,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -21786,8 +21366,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -21798,13 +21377,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 71, - "note": null, "abilities": null } ], @@ -21839,7 +21416,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -22049,8 +21625,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -22061,13 +21636,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -22089,7 +21662,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -22254,8 +21826,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -22266,13 +21837,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -22300,7 +21869,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 30 }, @@ -22408,8 +21976,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -22420,13 +21987,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], @@ -22449,7 +22014,6 @@ } ], "speed": { - "abilities": null, "fly ": 20 }, "attacks": [ @@ -22576,8 +22140,7 @@ ], "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -22588,19 +22151,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -22624,7 +22184,6 @@ "range": "Melee", "name": "fangs", "attack": 16, - "traits": null, "effects": [ "drider venom" ], @@ -22784,7 +22343,6 @@ "note": "", "DC": 23, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -22891,8 +22449,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -22903,13 +22460,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], @@ -22932,7 +22487,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -23124,8 +22678,7 @@ ], "ac": { "default": 20, - "with shield raised": 22, - "abilities": null + "with shield raised": 22 }, "savingThrows": { "Fort": { @@ -23136,13 +22689,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 39, - "note": null, "abilities": null } ], @@ -23165,7 +22716,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -23385,7 +22935,7 @@ "items": [ "hand crossbow (10 bolts)", "lethargy poison (2; Pathfinder Core Rulebook 552)", - "shortsword", + "{@item shortsword}", "studded leather armor" ], "abilitiesTop": [ @@ -23396,8 +22946,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -23408,13 +22957,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 26, - "note": null, "abilities": null } ], @@ -23440,7 +22987,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -23615,8 +23161,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -23627,13 +23172,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], @@ -23656,7 +23199,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -23861,8 +23403,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -23873,13 +23414,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -23911,7 +23450,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -24300,8 +23838,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -24312,13 +23849,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -24330,7 +23865,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -24490,8 +24024,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -24502,13 +24035,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -24520,7 +24051,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -24671,8 +24201,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -24683,13 +24212,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -24707,7 +24234,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -24872,8 +24398,7 @@ ], "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -24884,13 +24409,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": [ "fast healing 5" ] @@ -24940,7 +24463,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -25117,8 +24639,7 @@ "abilitiesTop": [], "ac": { "default": 21, - "against prey; see Hunt Prey": 22, - "abilities": null + "against prey; see Hunt Prey": 22 }, "savingThrows": { "Fort": { @@ -25129,13 +24650,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 56, - "note": null, "abilities": null } ], @@ -25147,7 +24666,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -25280,8 +24798,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -25292,19 +24809,16 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 6, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 60 }, @@ -25410,8 +24924,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -25422,13 +24935,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": [ "fast healing 2 (while underground)" ] @@ -25436,7 +24947,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "burrow ": 20, "fly ": 15 @@ -25446,7 +24956,6 @@ "range": "Melee", "name": "fist", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ @@ -25577,8 +25086,7 @@ ], "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -25589,13 +25097,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -25607,7 +25113,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 35 }, @@ -25812,8 +25317,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -25824,13 +25328,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -25870,7 +25372,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -25985,8 +25486,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -25997,19 +25497,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "swim ": 30 }, @@ -26018,7 +25515,6 @@ "range": "Melee", "name": "jaws", "attack": 6, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ @@ -26134,8 +25630,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -26146,13 +25641,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -26316,8 +25809,7 @@ }, "abilitiesTop": [], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -26328,13 +25820,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -26512,8 +26002,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -26524,13 +26013,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": [ "explosion" ] @@ -26575,7 +26062,6 @@ } ], "speed": { - "abilities": null, "walk": 70 }, "attacks": [ @@ -26702,8 +26188,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -26714,13 +26199,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -26753,7 +26236,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "swim ": 100 }, @@ -26854,8 +26336,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -26866,19 +26347,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -27031,8 +26509,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -27043,13 +26520,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -27067,7 +26542,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -27269,8 +26743,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -27281,19 +26754,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "climb ": 20 }, @@ -27341,7 +26811,6 @@ "note": "", "DC": 22, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -27471,8 +26940,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -27483,13 +26951,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -27506,7 +26972,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -27616,8 +27081,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -27628,19 +27092,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -27814,8 +27275,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -27826,19 +27286,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 40, "swim ": 20 @@ -28011,8 +27468,7 @@ ], "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -28023,13 +27479,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -28068,7 +27522,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -28220,8 +27673,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -28232,13 +27684,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": [ "fast healing 2 (while touching fire)" ] @@ -28257,7 +27707,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 25 }, @@ -28378,8 +27827,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -28390,13 +27838,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 165, - "note": null, "abilities": [ "explosion" ] @@ -28441,7 +27887,6 @@ } ], "speed": { - "abilities": null, "walk": 60 }, "attacks": [ @@ -28567,8 +28012,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -28579,13 +28023,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -28619,7 +28061,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 50 }, @@ -28628,7 +28069,6 @@ "range": "Melee", "name": "fangs", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d8+5} piercing plus {@damage 1d6} fire", "types": [ @@ -28730,8 +28170,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -28742,13 +28181,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 6, - "note": null, "abilities": null } ], @@ -28765,7 +28202,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 15 }, @@ -28853,8 +28289,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -28865,13 +28300,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -28913,9 +28346,10 @@ }, { "entries": [ - "Antimagic harmed by fire ({@dice 5d8}, {@dice 3d4} from areas or {@condition persistent damage}); healed by electricity (area {@dice 2d4} HP); {@condition slowed} by cold." + "harmed by fire ({@dice 5d8}, {@dice 3d4} from areas or {@condition persistent damage}); healed by electricity (area {@dice 2d4} HP); {@condition slowed} by cold." ], - "name": "Golem" + "name": "Golem Antimagic", + "generic": true }, { "entries": [ @@ -28937,7 +28371,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -29050,8 +28483,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -29062,13 +28494,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -29102,7 +28532,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "burrow ": 20, "fly ": 50, @@ -29113,7 +28542,6 @@ "range": "Melee", "name": "fangs", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d12+8} piercing plus {@damage 1d6} cold", "types": [ @@ -29243,8 +28671,7 @@ ], "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -29255,13 +28682,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -29457,8 +28882,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -29469,13 +28893,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -29491,7 +28913,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -29660,8 +29081,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -29672,13 +29092,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -29701,7 +29119,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -29876,8 +29293,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -29888,13 +29304,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -29923,7 +29337,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -29932,7 +29345,6 @@ "range": "Melee", "name": "jaws", "attack": 13, - "traits": null, "effects": [], "damage": "{@damage 2d8+3} piercing", "types": [ @@ -30033,8 +29445,7 @@ } ], "ac": { - "default": 10, - "abilities": null + "default": 10 }, "savingThrows": { "Fort": { @@ -30045,13 +29456,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -30069,7 +29478,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15 }, "attacks": [ @@ -30077,7 +29485,6 @@ "range": "Melee", "name": "cube face", "attack": 11, - "traits": null, "effects": [ "paralysis" ], @@ -30204,8 +29611,7 @@ ], "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -30216,13 +29622,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -30278,7 +29682,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 35 }, @@ -30488,8 +29891,7 @@ ], "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -30500,13 +29902,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -30547,7 +29947,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 100 }, @@ -30833,8 +30232,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -30845,13 +30243,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": [ "negative healing" ] @@ -30875,13 +30271,12 @@ "olfactory" ], "entries": [ - "10 feet. See Ghast Abilities; DC 16." + "10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become {@condition sickened 1} (plus {@condition slowed 1} as long as it's {@condition sickened} on a critical failure). While within the aura, the creature takes a \u20132 circumstance penalty to saves against {@trait disease} and to recover from the {@condition sickened} condition. A creature that succeeds at its save is temporarily immune for 1 minute." ], "name": "Stench" } ], "speed": { - "abilities": null, "walk": 30, "burrow ": 5 }, @@ -30928,8 +30323,9 @@ "traits": [ "manipulate" ], + "requirements": "The ghast is adjacent to the corpse of a creature that died within the last hour.", "entries": [ - "See Ghast Abilities. The ghast regains {@dice 3d6} Hit Points." + "The ghast regains {@dice 3d6} Hit Points. It can regain Hit Points from any given corpse only once." ], "name": "Consume Flesh" }, @@ -30938,7 +30334,42 @@ "disease" ], "entries": [ - "See Ghast Abilities; DC 16." + { + "type": "affliction", + "savingThrow": "Fortitude", + "DC": 16, + "stages": [ + { + "stage": 1, + "entry": "carrier with no ill effect", + "duration": "1 day" + }, + { + "stage": 2, + "entry": "{@damage 3d8} negative damage and regains half as many Hit Points from all healing", + "duration": "1 day" + }, + { + "stage": 3, + "entry": "as stage 2", + "duration": "1 day" + }, + { + "stage": 4, + "entry": "{@damage 3d8} negative damage and gains no benefit from healing", + "duration": "1 day" + }, + { + "stage": 5, + "entry": "as stage 4", + "duration": "1 day" + }, + { + "stage": 6, + "entry": "dead, and rises as a {@creature ghast|Bst} the next midnight" + } + ] + } ], "name": "Ghast Fever" }, @@ -30949,22 +30380,22 @@ "necromancy" ], "entries": [ - "See Ghast Abilities; DC 16." + "Any living creature hit by a ghast's attack must succeed at a DC 15 Fortitude save or become {@condition paralyzed}. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save." ], "name": "Paralysis" }, { + "name": "Swift Leap", "activity": { - "number": 1, - "unit": "action" + "unit": "action", + "number": 1 }, - "traits": [ + "component": [ "move" ], "entries": [ - "See Ghast Abilities." - ], - "name": "Swift Leap" + "The ghast jumps up to half its Speed. This movement doesn't trigger reactions." + ] } ], "inflicts": { @@ -31033,8 +30464,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -31045,13 +30475,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -31090,7 +30518,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -31198,8 +30625,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -31210,13 +30636,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -31255,7 +30679,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -31455,8 +30878,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -31467,13 +30889,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": [ "negative healing" ] @@ -31481,7 +30901,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "burrow ": 5 }, @@ -31528,8 +30947,9 @@ "traits": [ "manipulate" ], + "requirements": "The ghoul is adjacent to the corpse of a creature that died within the last hour.", "entries": [ - "See Ghoul Abilities. The ghoul regains {@dice 1d6} Hit Points." + "The ghoul regains {@dice 1d6} Hit Points. It can regain Hit Points from any given corpse only once." ], "name": "Consume Flesh" }, @@ -31538,7 +30958,42 @@ "disease" ], "entries": [ - "See Ghoul Abilities; DC 15." + { + "type": "affliction", + "savingThrow": "Fortitude", + "DC": 15, + "stages": [ + { + "stage": 1, + "entry": "carrier with no ill effect", + "duration": "1 day" + }, + { + "stage": 2, + "entry": "{@damage 2d6} negative damage and regains half as many Hit Points from all healing", + "duration": "1 day" + }, + { + "stage": 3, + "entry": "as stage 2", + "duration": "1 day" + }, + { + "stage": 4, + "entry": "{@damage 2d6} negative damage and gains no benefit from healing", + "duration": "1 day" + }, + { + "stage": 5, + "entry": "as stage 4", + "duration": "1 day" + }, + { + "stage": 6, + "entry": "dead, and rises as a {@creature ghoul|bst} the next midnight" + } + ] + } ], "name": "Ghoul Fever" }, @@ -31549,22 +31004,22 @@ "necromancy" ], "entries": [ - "See Ghoul Abilities; DC 15." + "Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 15 Fortitude save or become {@condition paralyzed}. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save." ], "name": "Paralysis" }, { + "name": "Swift Leap", "activity": { - "number": 1, - "unit": "action" + "unit": "action", + "number": 1 }, - "traits": [ + "component": [ "move" ], "entries": [ - "See Ghoul Abilities." - ], - "name": "Swift Leap" + "The ghoul jumps up to half its Speed. This movement doesn't trigger reactions." + ] } ], "inflicts": { @@ -31626,8 +31081,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -31638,13 +31092,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -31663,7 +31115,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30, "swim ": 30 @@ -31805,8 +31256,7 @@ "abilitiesTop": [], "ac": { "default": 26, - "when broken": 22, - "abilities": null + "when broken": 22 }, "savingThrows": { "Fort": { @@ -31817,13 +31267,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -31857,7 +31305,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -31982,8 +31429,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -31994,13 +31440,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -32019,7 +31463,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "fly ": 30 }, @@ -32028,7 +31471,6 @@ "range": "Melee", "name": "fangs", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d10+4} slashing", "types": [ @@ -32102,8 +31544,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -32114,19 +31555,16 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -32159,7 +31597,6 @@ "note": "", "DC": 14, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -32244,8 +31681,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -32256,13 +31692,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -32275,7 +31709,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "fly ": 60 }, @@ -32284,7 +31717,6 @@ "range": "Melee", "name": "beak", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 2d8+5} piercing", "types": [ @@ -32382,8 +31814,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -32394,13 +31825,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 185, - "note": null, "abilities": null } ], @@ -32437,7 +31866,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -32554,8 +31982,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -32566,19 +31993,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -32694,8 +32118,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -32706,19 +32129,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -32727,7 +32147,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d8+2} piercing", "types": [ @@ -32788,8 +32207,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -32800,19 +32218,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25, "fly ": 20 @@ -32923,8 +32338,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -32935,13 +32349,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -32960,7 +32372,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "swim ": 30 }, @@ -32969,7 +32380,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [ "Grab", "monitor lizard venom" @@ -33002,7 +32412,6 @@ "note": "", "DC": 17, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -33084,8 +32493,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -33096,13 +32504,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], @@ -33131,7 +32537,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 40 }, @@ -33239,8 +32644,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -33251,13 +32655,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -33290,7 +32692,6 @@ "range": "Melee", "name": "beak", "attack": 20, - "traits": null, "effects": [ "giant octopus venom" ], @@ -33329,7 +32730,6 @@ "note": "", "DC": 26, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -33449,8 +32849,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -33461,19 +32860,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 10 }, @@ -33592,8 +32988,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -33604,13 +32999,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -33629,7 +33022,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -33688,7 +33080,6 @@ "note": "", "DC": 18, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -33768,8 +33159,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -33780,19 +33170,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 20 }, @@ -33801,7 +33188,6 @@ "range": "Melee", "name": "mandibles", "attack": 13, - "traits": null, "effects": [], "damage": "{@damage 2d8+5} piercing", "types": [ @@ -33812,7 +33198,6 @@ "range": "Melee", "name": "foot", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d10+5} bludgeoning", "types": [ @@ -33886,8 +33271,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -33898,19 +33282,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -33919,7 +33300,6 @@ "range": "Melee", "name": "fangs", "attack": 17, - "traits": null, "effects": [ "giant tarantula venom" ], @@ -33966,7 +33346,6 @@ "note": "", "DC": 23, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "8 rounds", "stages": [ { @@ -34060,8 +33439,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -34072,13 +33450,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 26, - "note": null, "abilities": null } ], @@ -34097,7 +33473,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "swim ": 20 @@ -34141,7 +33516,6 @@ "note": "", "DC": 17, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -34212,8 +33586,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -34224,19 +33597,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 40 }, @@ -34280,7 +33650,6 @@ "note": "", "DC": 19, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -34314,8 +33683,6 @@ "note": "", "DC": 21, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -34410,13 +33777,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -34461,7 +33826,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 20 }, @@ -34605,7 +33969,7 @@ "Cha": 4 }, "items": [ - "+1 striking hand crossbow (20 bolts)" + "+1 striking {@item hand crossbow} (20 {@item bolt||bolts}" ], "abilitiesTop": [ { @@ -34616,8 +33980,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -34628,13 +33991,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -34857,8 +34218,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -34869,13 +34229,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": null } ], @@ -34898,7 +34256,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -35168,8 +34525,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -35180,19 +34536,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -35312,8 +34665,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -35324,19 +34676,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 29, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -35467,8 +34816,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -35479,13 +34827,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -35502,7 +34848,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -35654,8 +34999,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -35666,13 +35010,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], @@ -35691,7 +35033,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -35782,8 +35123,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -35794,13 +35134,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 17, - "note": null, "abilities": null } ], @@ -35838,7 +35176,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -35846,7 +35183,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "traits": null, "effects": [ "goblin pox" ], @@ -35868,8 +35204,6 @@ "note": " Goblins and goblin dogs are immune to goblin pox.", "DC": 17, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -35973,8 +35307,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -35985,13 +35318,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], @@ -36010,7 +35341,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -36103,8 +35433,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -36115,13 +35444,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -36140,7 +35467,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -36266,8 +35592,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -36278,13 +35603,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 6, - "note": null, "abilities": null } ], @@ -36303,7 +35626,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -36404,8 +35726,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -36416,13 +35737,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -36460,7 +35779,6 @@ "range": "Melee", "name": "jaws", "attack": 26, - "traits": null, "effects": [ "Improved Grab" ], @@ -36578,8 +35896,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -36590,13 +35907,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -36619,7 +35934,6 @@ } ], "speed": { - "abilities": null, "walk": 45, "climb ": 30 }, @@ -36666,7 +35980,6 @@ "note": "", "DC": 30, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -36759,8 +36072,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -36771,19 +36083,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -36920,8 +36229,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -36932,13 +36240,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -36954,7 +36260,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -37104,8 +36409,7 @@ ], "abilitiesTop": [], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -37116,13 +36420,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -37169,7 +36471,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -37320,8 +36621,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -37332,19 +36632,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 40 }, "attacks": [ @@ -37352,7 +36649,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 1d12+8} piercing", "types": [ @@ -37468,8 +36764,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -37480,13 +36775,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], @@ -37524,7 +36817,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -37532,7 +36824,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d10+6} piercing", "types": [ @@ -37719,8 +37010,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -37731,19 +37021,16 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 60, "fly ": 120 }, @@ -37896,8 +37183,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -37908,13 +37194,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -37951,7 +37235,6 @@ } ], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -38102,8 +37385,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -38120,7 +37402,6 @@ "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -38139,7 +37420,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -38335,8 +37615,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -38347,13 +37626,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -38495,8 +37772,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -38507,19 +37783,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 30 }, @@ -38712,8 +37985,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -38724,13 +37996,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -38884,8 +38154,7 @@ } ], "ac": { - "default": 47, - "abilities": null + "default": 47 }, "savingThrows": { "Fort": { @@ -38896,13 +38165,11 @@ }, "Will": { "default": 38 - }, - "abilities": null + } }, "hp": [ { "hp": 320, - "note": null, "abilities": [ "negative healing" ] @@ -38961,7 +38228,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 75 }, @@ -39125,8 +38391,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -39137,19 +38402,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -39157,7 +38419,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 2d8+4} piercing", "types": [ @@ -39250,8 +38511,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -39262,13 +38522,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -39305,7 +38563,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -39405,8 +38662,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -39417,19 +38673,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -39437,7 +38690,6 @@ "range": "Melee", "name": "jaws", "attack": 6, - "traits": null, "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ @@ -39517,8 +38769,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -39529,19 +38780,16 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -39711,7 +38959,6 @@ "note": "", "DC": 29, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -39797,8 +39044,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -39809,13 +39055,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -39832,7 +39076,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 20 }, @@ -39947,8 +39190,7 @@ }, "abilitiesTop": [], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -39959,13 +39201,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 325, - "note": null, "abilities": null } ], @@ -40015,7 +39255,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 50 }, @@ -40188,8 +39427,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -40200,19 +39438,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 68, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 60 }, @@ -40221,7 +39456,6 @@ "range": "Melee", "name": "club", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ @@ -40359,8 +39593,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -40371,13 +39604,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -40389,7 +39620,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -40493,8 +39723,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -40505,13 +39734,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -40528,7 +39755,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -40657,8 +39883,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -40669,13 +39894,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -40692,7 +39915,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "burrow ": 20 }, @@ -40826,12 +40048,11 @@ "items": [ "crossbow (20 bolts)", "scale mail", - "shortsword" + "{@item shortsword}" ], "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -40842,13 +40063,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -40861,7 +40080,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -40998,8 +40216,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -41010,13 +40227,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -41029,7 +40244,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -41144,8 +40358,7 @@ "abilitiesTop": [], "ac": { "default": 18, - "with shield raised": 20, - "abilities": null + "with shield raised": 20 }, "savingThrows": { "Fort": { @@ -41156,13 +40369,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -41195,7 +40406,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -41301,8 +40511,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -41313,19 +40522,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 17, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 40 }, @@ -41359,7 +40565,6 @@ "note": " A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an {@action Interact} action.", "DC": 15, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -41453,8 +40658,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -41465,13 +40669,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], @@ -41507,7 +40709,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -41678,8 +40879,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -41690,13 +40890,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -41719,7 +40917,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -41765,7 +40962,6 @@ "note": "", "DC": 16, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -41856,8 +41052,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -41868,19 +41063,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -41888,7 +41080,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [ "Knockdown", "bonecrunching bite" @@ -41979,8 +41170,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -41991,8 +41181,7 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { @@ -42054,7 +41243,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -42151,8 +41339,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -42163,19 +41350,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -42183,7 +41367,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [ "Knockdown" ], @@ -42278,8 +41461,7 @@ }, "abilitiesTop": [], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -42290,13 +41472,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 330, - "note": null, "abilities": [ "{@ability regeneration} 10 (deactivated by cold iron)" ] @@ -42471,7 +41651,6 @@ "note": "", "DC": 38, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -42567,8 +41746,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -42579,13 +41757,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], @@ -42603,7 +41779,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 30 }, @@ -42735,7 +41910,6 @@ "note": "", "DC": 16, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -42841,8 +42015,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -42853,13 +42026,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -42882,7 +42053,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -42969,8 +42139,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -42981,13 +42150,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], @@ -43023,9 +42190,10 @@ "abilitiesMid": [ { "entries": [ - "Antimagic harmed by acid ({@dice 6d10}, {@dice 2d8} from areas and {@condition persistent damage}); healed by fire (area {@dice 2d8} HP); {@condition slowed} by electricity." + "harmed by acid ({@dice 6d10}, {@dice 2d8} from areas and {@condition persistent damage}); healed by fire (area {@dice 2d8} HP); {@condition slowed} by electricity." ], - "name": "Golem" + "name": "Golem Antimagic", + "generic": true }, { "entries": [ @@ -43041,7 +42209,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -43097,7 +42264,6 @@ "note": " Any {@condition drained} value from this poison is reduced by 1 every hour.", "DC": 33, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -43202,8 +42368,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -43214,13 +42379,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -43239,7 +42402,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 15 }, @@ -43428,12 +42590,11 @@ "Cha": 2 }, "items": [ - "shortsword" + "{@item shortsword}" ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -43444,19 +42605,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 19, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -43586,8 +42744,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -43598,13 +42755,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -43644,7 +42799,6 @@ "range": "Melee", "name": "fangs", "attack": 17, - "traits": null, "effects": [ "predatory grab" ], @@ -43691,7 +42845,6 @@ "note": "", "DC": 24, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -43815,8 +42968,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -43827,13 +42979,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 290, - "note": null, "abilities": [ "fast healing 10" ] @@ -44201,8 +43351,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -44213,13 +43362,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], @@ -44239,7 +43386,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -44420,13 +43566,12 @@ "items": [ "crossbow (20 bolts)", "leather armor", - "shortsword", + "{@item shortsword}", "snare kit" ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -44437,19 +43582,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -44572,8 +43714,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -44584,19 +43725,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -44604,7 +43742,6 @@ "range": "Melee", "name": "spear", "attack": 3, - "traits": null, "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ @@ -44755,8 +43892,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -44767,13 +43903,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by chaotic)" ] @@ -44792,7 +43926,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -44959,8 +44092,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -44971,13 +44103,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": null } ], @@ -45012,7 +44142,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 40 }, @@ -45155,7 +44284,6 @@ "note": " Krakens are immune to this poison.", "DC": 39, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -45240,8 +44368,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -45258,7 +44385,6 @@ "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -45283,7 +44409,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "swim ": 30 }, @@ -45434,8 +44559,7 @@ ], "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -45446,19 +44570,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -45466,7 +44587,6 @@ "range": "Melee", "name": "spear", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ @@ -45674,8 +44794,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -45686,13 +44805,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -45704,7 +44821,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30, "swim ": 30 @@ -45968,8 +45084,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -45980,13 +45095,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -46017,7 +45130,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -46179,8 +45291,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -46191,13 +45302,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": [ "Weaknesses fire 2" ] @@ -46404,8 +45513,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -46416,13 +45524,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -46464,7 +45570,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 60 }, @@ -46618,8 +45723,7 @@ }, "abilitiesTop": [], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -46630,13 +45734,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -46655,7 +45757,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -46748,8 +45849,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -46760,19 +45860,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -46930,8 +46027,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -46948,7 +46044,6 @@ "hp": [ { "hp": 255, - "note": null, "abilities": [ "negative healing" ] @@ -47000,7 +46095,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 40 }, @@ -47153,8 +46247,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -47165,13 +46258,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -47201,7 +46292,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -47335,8 +46425,6 @@ "note": " The leukodaemon can telepathically communicate\nwith the afflicted creature at any distance on the same plane", "DC": 28, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -47477,8 +46565,7 @@ ], "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -47489,13 +46576,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -47552,7 +46637,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -47807,8 +46891,7 @@ ], "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -47819,13 +46902,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 145, - "note": null, "abilities": null } ], @@ -47848,7 +46929,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 45 }, @@ -48051,8 +47131,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -48063,19 +47142,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -48083,7 +47159,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [ "Grab" ], @@ -48203,8 +47278,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -48215,13 +47289,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -48349,8 +47421,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -48361,13 +47432,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -48400,7 +47469,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 60 }, @@ -48498,8 +47566,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -48510,13 +47577,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -48638,8 +47703,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -48650,13 +47714,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": [ "explosion" ] @@ -48691,7 +47753,6 @@ } ], "speed": { - "abilities": null, "walk": 50 }, "attacks": [ @@ -48792,8 +47853,7 @@ "abilitiesTop": [], "ac": { "default": 16, - "with shield raised": 18, - "abilities": null + "with shield raised": 18 }, "savingThrows": { "Fort": { @@ -48804,13 +47864,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 21, - "note": null, "abilities": null } ], @@ -48837,7 +47895,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 15 }, @@ -48861,7 +47918,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ @@ -48986,8 +48042,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -48998,19 +48053,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 17, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 20 }, @@ -49019,7 +48071,6 @@ "range": "Melee", "name": "jaws", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ @@ -49083,7 +48134,6 @@ "note": "", "DC": 17, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -49195,8 +48245,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -49207,19 +48256,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 20 }, @@ -49241,7 +48287,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ @@ -49389,8 +48434,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -49401,19 +48445,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 50 }, @@ -49583,8 +48624,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -49595,13 +48635,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], @@ -49614,7 +48652,6 @@ } ], "speed": { - "abilities": null, "walk": 45 }, "attacks": [ @@ -49755,8 +48792,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -49767,19 +48803,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -49788,7 +48821,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ @@ -49930,8 +48962,7 @@ ], "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -49942,13 +48973,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 145, - "note": null, "abilities": null } ], @@ -49971,7 +49000,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 40 }, @@ -50229,8 +49257,7 @@ ], "abilitiesTop": [], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -50241,13 +49268,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 380, - "note": null, "abilities": null } ], @@ -50293,7 +49318,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 40 }, @@ -50512,7 +49536,7 @@ }, "items": [ "+1 composite shortbow (60 arrows)", - "shortsword" + "{@item shortsword}" ], "abilitiesTop": [], "ac": { @@ -50528,13 +49552,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], @@ -50565,7 +49587,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -50651,7 +49672,6 @@ "note": "", "DC": 25, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -50742,8 +49762,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -50754,19 +49773,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 80 }, "attacks": [ @@ -50896,8 +49912,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -50908,19 +49923,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -51060,8 +50072,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -51072,19 +50083,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 19, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "swim ": 30 }, @@ -51093,7 +50101,6 @@ "range": "Melee", "name": "trident", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d8+2} piercing", "types": [ @@ -51198,8 +50205,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -51210,19 +50216,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "swim ": 30 }, @@ -51383,8 +50386,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -51395,13 +50397,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -51426,7 +50426,6 @@ } ], "speed": { - "abilities": null, "walk": 10 }, "attacks": [ @@ -51434,7 +50433,6 @@ "range": "Melee", "name": "pseudopod", "attack": 14, - "traits": null, "effects": [ "adhesive" ], @@ -51531,8 +50529,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -51543,19 +50540,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -51577,7 +50571,6 @@ "range": "Melee", "name": "horn", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 1d8+8} piercing", "types": [ @@ -51715,8 +50708,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -51727,13 +50719,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 10, - "note": null, "abilities": null } ], @@ -51925,8 +50915,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -51937,13 +50926,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by acid or fire)" ] @@ -51981,7 +50968,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -52292,8 +51278,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -52304,13 +51289,11 @@ }, "Will": { "default": 38 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": [ "{@ability regeneration} 50 (deactivated by sonic)" ] @@ -52356,7 +51339,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 50 }, @@ -52527,13 +51509,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -52578,7 +51558,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "burrow ": 60, "climb ": 60 @@ -52785,8 +51764,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -52797,13 +51775,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": [ "negative healing" ] @@ -52844,7 +51820,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -52852,7 +51827,6 @@ "range": "Melee", "name": "fist", "attack": 16, - "traits": null, "effects": [ "mummy rot" ], @@ -52878,8 +51852,6 @@ "note": " This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-level resurrect ritual or similar magic.", "DC": 22, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -52974,8 +51946,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -52986,13 +51957,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 165, - "note": null, "abilities": [ "negative healing" ] @@ -53066,7 +52035,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -53127,8 +52095,6 @@ "note": " This disease and any damage from it can't be healed until this curse is removed. A creature killed by insidious mummy rot turns to sand and can't be resurrected except by a 7th-level resurrect ritual or similar magic.", "DC": 26, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -53254,8 +52220,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -53266,13 +52231,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -53297,7 +52260,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -53468,8 +52430,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -53480,13 +52441,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -53519,7 +52478,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -53799,8 +52757,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -53811,13 +52768,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": [ "fast healing 2" ] @@ -54111,8 +53066,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -54123,13 +53077,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -54160,7 +53112,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -54290,8 +53241,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -54308,7 +53258,6 @@ "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -54326,7 +53275,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -54472,8 +53420,6 @@ "note": " A creature can't recover from {@condition drained} until abyssal plague is cured.", "DC": 28, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -54604,8 +53550,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -54616,19 +53561,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "fly ": 90 }, @@ -54777,8 +53719,7 @@ }, "abilitiesTop": [], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -54789,19 +53730,16 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 30 }, @@ -55021,8 +53959,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -55033,13 +53970,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], @@ -55052,7 +53987,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 40 }, @@ -55218,8 +54152,7 @@ } ], "ac": { - "default": 12, - "abilities": null + "default": 12 }, "savingThrows": { "Fort": { @@ -55230,13 +54163,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -55264,7 +54195,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "climb ": 10 }, @@ -55273,7 +54203,6 @@ "range": "Melee", "name": "pseudopod", "attack": 15, - "traits": null, "effects": [ "Grab" ], @@ -55359,8 +54288,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -55371,13 +54299,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": [ "filth wallow" ] @@ -55409,7 +54335,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -55456,8 +54381,6 @@ "note": "", "DC": 26, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -55548,8 +54471,7 @@ ], "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -55560,13 +54482,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], @@ -55583,7 +54503,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -55709,8 +54628,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -55721,19 +54639,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -55755,7 +54670,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [ "Grab", "glutton's feast" @@ -55860,8 +54774,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -55872,19 +54785,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -55984,8 +54894,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -55996,13 +54905,11 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], @@ -56019,7 +54926,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -56137,8 +55043,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -56149,13 +55054,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 32, - "note": null, "abilities": null } ], @@ -56182,7 +55085,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -56317,8 +55219,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -56329,13 +55230,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 23, - "note": null, "abilities": null } ], @@ -56362,7 +55261,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -56489,8 +55387,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -56501,13 +55398,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -56530,7 +55425,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -56538,7 +55432,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [ "filth fever" ], @@ -56597,8 +55490,6 @@ "note": " The {@condition sickened} and {@condition unconscious} conditions from filth fever don't improve on their own until the disease is cured.", "DC": 20, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -56688,8 +55579,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -56700,19 +55590,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -56735,7 +55622,6 @@ "range": "Melee", "name": "beak", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 1d12+6} piercing", "types": [ @@ -56869,8 +55755,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -56881,13 +55766,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], @@ -56906,7 +55789,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 80 }, @@ -56915,7 +55797,6 @@ "range": "Melee", "name": "hoof", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d8+5} bludgeoning", "types": [ @@ -57044,8 +55925,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -57056,13 +55936,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -57100,7 +55978,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -57345,8 +56222,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -57357,13 +56233,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by cold or evil)", "self-resurrection" @@ -57412,7 +56286,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 70 }, @@ -57651,8 +56524,7 @@ }, "abilitiesTop": [], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -57663,13 +56535,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 335, - "note": null, "abilities": [ "{@ability regeneration} 30 (deactivated by good)" ] @@ -57739,7 +56609,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 50 }, @@ -57967,7 +56836,6 @@ "note": "", "DC": 43, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -58063,12 +56931,11 @@ }, "items": [ "longbow (60 arrows)", - "shortsword" + "{@item shortsword}" ], "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -58079,19 +56946,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 45 }, @@ -58275,8 +57139,7 @@ } ], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -58287,13 +57150,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": [ "negative healing" ] @@ -58313,7 +57174,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -58321,7 +57181,6 @@ "range": "Melee", "name": "fist", "attack": 9, - "traits": null, "effects": [ "Grab", "zombie rot" @@ -58359,8 +57218,6 @@ "note": " An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease.", "DC": 18, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -58475,8 +57332,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -58487,13 +57343,11 @@ }, "Will": { "default": 37 - }, - "abilities": null + } }, "hp": [ { "hp": 335, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by chaotic)" ] @@ -58537,7 +57391,6 @@ "range": "Melee", "name": "energy touch (agile, lawful, magical)", "attack": 36, - "traits": null, "effects": [], "damage": "{@damage 5d8+18} positive or negative damage plus {@damage 1d6} lawful", "types": [ @@ -58787,8 +57640,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -58799,13 +57651,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": [ "rejuvenation" ] @@ -58861,7 +57711,6 @@ } ], "speed": { - "abilities": null, "fly ": 20 }, "attacks": [ @@ -59028,8 +57877,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -59040,19 +57888,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -59171,8 +58016,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -59183,19 +58027,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 40 }, @@ -59204,7 +58045,6 @@ "range": "Melee", "name": "beak", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d10+3} piercing", "types": [ @@ -59293,12 +58133,11 @@ }, "items": [ "shortbow (60 arrows)", - "shortsword" + "{@item shortsword}" ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -59309,13 +58148,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 17, - "note": null, "abilities": null } ], @@ -59341,7 +58178,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -59456,8 +58292,7 @@ }, "abilitiesTop": [], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -59468,13 +58303,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -59503,7 +58336,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 40, "swim ": 20 @@ -59594,7 +58426,6 @@ "note": "", "DC": 32, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -59740,8 +58571,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -59752,13 +58582,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], @@ -59781,7 +58609,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "fly ": 35 }, @@ -59913,7 +58740,6 @@ "note": "", "DC": 17, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -60016,8 +58842,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -60028,13 +58853,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -60073,7 +58896,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -60186,8 +59008,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -60199,13 +59020,11 @@ "Will": { "default": 31, "vs. emotion": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 305, - "note": null, "abilities": null } ], @@ -60399,8 +59218,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -60411,19 +59229,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 50 }, @@ -60447,7 +59262,6 @@ "range": "Melee", "name": "talon", "attack": 17, - "traits": null, "effects": [ "Grab" ], @@ -60540,8 +59354,7 @@ ], "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -60552,13 +59365,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -60577,7 +59388,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -60849,8 +59659,7 @@ }, "abilitiesTop": [], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -60861,13 +59670,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 14, - "note": null, "abilities": null } ], @@ -60881,7 +59688,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 10 }, @@ -61009,13 +59815,13 @@ }, "items": [ "alchemist's tools", - "hand crossbow (20 bolts)", + "{@item hand crossbow} (20 {@item bolt||bolts}", "studded leather armor" ], "abilitiesTop": [ { "entries": [ - "+9 Str +0, Dex +4, Con +2, Int +4, Wis +2, Cha +1 Items alchemist's tools, hand crossbow (20 bolts), studded leather armor." + "+9 Str +0, Dex +4, Con +2, Int +4, Wis +2, Cha +1 Items alchemist's tools, {@item hand crossbow} (20 {@item bolt||bolts}, studded leather armor." ], "name": "Thievery" }, @@ -61027,8 +59833,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -61039,19 +59844,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -61230,8 +60032,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -61242,13 +60043,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": [ "fast healing 10" ] @@ -61285,7 +60084,6 @@ } ], "speed": { - "abilities": null, "walk": 50 }, "attacks": [ @@ -61421,8 +60219,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -61433,13 +60230,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 17, - "note": null, "abilities": null } ], @@ -61458,7 +60253,6 @@ } ], "speed": { - "abilities": null, "walk": 5, "swim ": 30 }, @@ -61586,8 +60380,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -61598,13 +60391,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -61630,7 +60421,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "burrow ": 30 }, @@ -61776,8 +60566,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -61788,13 +60577,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -61813,7 +60600,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [], @@ -61873,8 +60659,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -61885,13 +60670,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 22, - "note": null, "abilities": null } ], @@ -61910,7 +60693,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -61918,7 +60700,6 @@ "range": "Melee", "name": "hoof", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ @@ -61990,8 +60771,7 @@ }, "abilitiesTop": [], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -62002,13 +60782,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -62027,7 +60805,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -62035,7 +60812,6 @@ "range": "Melee", "name": "hoof", "attack": 5, - "traits": null, "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ @@ -62125,8 +60901,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -62137,13 +60912,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -62175,7 +60948,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 50, "swim ": 30 @@ -62185,7 +60957,6 @@ "range": "Melee", "name": "fangs", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 2d8+3} piercing", "types": [ @@ -62286,8 +61057,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -62298,13 +61068,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], @@ -62323,7 +61091,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 60 }, @@ -62473,8 +61240,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -62485,13 +61251,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -62522,7 +61286,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "climb ": 10 }, @@ -62531,7 +61294,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "traits": null, "effects": [], "damage": "{@damage 2d12+12} piercing", "types": [ @@ -62671,8 +61433,7 @@ ], "abilitiesTop": [], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -62683,13 +61444,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 330, - "note": null, "abilities": null } ], @@ -63008,8 +61767,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -63020,13 +61778,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -63045,7 +61801,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "climb ": 10 }, @@ -63192,8 +61947,7 @@ ], "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -63204,13 +61958,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": null } ], @@ -63244,7 +61996,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -63385,12 +62136,6 @@ "wineskin" ], "abilitiesTop": [ - { - "entries": [ - "+13, {@skill Stealth} +11, {@skill Survival} +8 Str +3, Dex +4, Con +1, Int +1, Wis +2, Cha +5 Items dagger, panpipes, shortbow (20 arrows), wineskin." - ], - "name": "Performance" - }, { "traits": [ "enchantment", @@ -63404,8 +62149,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -63416,19 +62160,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -63495,22 +62236,13 @@ "name": "ghost sound" }, { - "name": "inspire competence", - "notes": [ - "Core Rulebook 386" - ] + "name": "inspire competence" }, { - "name": "inspire courage", - "notes": [ - "Core Rulebook 386" - ] + "name": "inspire courage" }, { - "name": "triple time", - "notes": [ - "Core Rulebook 387" - ] + "name": "triple time" } ] }, @@ -63551,7 +62283,7 @@ ], "requirements": "The satyr is holding a musical instrument.", "entries": [ - "The satyr plays a melody on his instrument to cast {@spell charm}, fear, sleep, or suggestion without expending the spell slot and using his music in place of providing the spell's component actions. The spell gains the {@trait auditory} trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr's pipes for 1 minute. Satyrs are immune to this music." + "The satyr plays a melody on his instrument to cast {@spell charm}, {@spell fear}, {@spell sleep}, or {@spell suggestion} without expending the spell slot and using his music in place of providing the spell's component actions. The spell gains the {@trait auditory} trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr's pipes for 1 minute. Satyrs are immune to this music." ], "name": "Play the Pipes" } @@ -63614,8 +62346,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -63626,13 +62357,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], @@ -63646,7 +62375,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -63662,7 +62390,6 @@ "note": "", "DC": 18, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -63785,8 +62512,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -63797,19 +62523,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 35 }, @@ -63844,7 +62567,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ @@ -63990,8 +62712,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -64002,19 +62723,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 35 }, @@ -64023,7 +62741,6 @@ "range": "Melee", "name": "trident", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 1d8+8} piercing", "types": [ @@ -64047,7 +62764,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ @@ -64184,8 +62900,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -64196,19 +62911,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 35 }, @@ -64243,7 +62955,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ @@ -64370,8 +63081,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -64388,13 +63098,11 @@ "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 35 }, @@ -64509,8 +63217,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -64521,19 +63228,16 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "swim ": 60 }, @@ -64733,8 +63437,7 @@ } ], "ac": { - "default": 8, - "abilities": null + "default": 8 }, "savingThrows": { "Fort": { @@ -64745,19 +63448,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10 }, "attacks": [ @@ -64765,7 +63465,6 @@ "range": "Melee", "name": "pseudopod", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d6+1} bludgeoning plus {@damage 1d4} acid", "types": [ @@ -64853,8 +63552,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -64865,13 +63563,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -64908,7 +63604,6 @@ } ], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -65036,8 +63731,7 @@ ], "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -65048,13 +63742,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -65250,8 +63942,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -65262,13 +63953,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -65306,7 +63995,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 20 }, @@ -65415,8 +64103,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -65427,13 +64114,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": null } ], @@ -65480,7 +64165,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "climb ": 20, "fly ": 35 @@ -65490,7 +64174,6 @@ "range": "Melee", "name": "jaws (evil, magical, reach 20 feet)", "attack": 33, - "traits": null, "effects": [ "enfeebling bite" ], @@ -65504,7 +64187,6 @@ "range": "Melee", "name": "claw (agile, evil, magical, reach 20 feet)", "attack": 33, - "traits": null, "effects": [], "damage": "{@damage 3d8+17} slashing plus {@damage 1d6} evil", "types": [ @@ -65516,7 +64198,6 @@ "range": "Melee", "name": "pincer (evil, magical, reach 20 feet)", "attack": 33, - "traits": null, "effects": [ "Improved Grab" ], @@ -65530,7 +64211,6 @@ "range": "Melee", "name": "tail (evil, magical, reach 30 feet)", "attack": 33, - "traits": null, "effects": [], "damage": "{@damage 3d6+17} slashing plus {@damage 1d6} evil", "types": [ @@ -65751,8 +64431,7 @@ ], "ac": { "default": 31, - "with shield raised": 33, - "abilities": null + "with shield raised": 33 }, "savingThrows": { "Fort": { @@ -65763,18 +64442,15 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": null }, { "hp": 80, - "note": null, "abilities": null } ], @@ -65815,7 +64491,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 60 }, @@ -65975,8 +64650,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -65987,13 +64661,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -66036,7 +64708,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 50 }, @@ -66228,13 +64899,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": [ "fast healing 20" ] @@ -66281,7 +64950,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 25, "swim ": 50 @@ -66391,8 +65059,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -66403,13 +65070,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -66471,7 +65136,6 @@ "note": "", "DC": 32, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -66582,8 +65246,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -66600,7 +65263,6 @@ "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -66629,7 +65291,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -66652,7 +65313,6 @@ "range": "Melee", "name": "claw", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ @@ -66761,8 +65421,7 @@ "abilitiesTop": [], "ac": { "default": 19, - "with shield raised": 21, - "abilities": null + "with shield raised": 21 }, "savingThrows": { "Fort": { @@ -66773,13 +65432,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": [ "negative healing" ] @@ -66841,7 +65498,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -66948,8 +65604,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -66960,13 +65615,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": [ "negative healing" ] @@ -67008,7 +65661,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -67118,8 +65770,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -67130,13 +65781,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 33, - "note": null, "abilities": [ "negative healing" ] @@ -67178,7 +65827,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -67186,7 +65834,6 @@ "range": "Melee", "name": "hoof", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d8+5} bludgeoning", "types": [ @@ -67265,8 +65912,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -67277,13 +65923,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": [ "negative healing" ] @@ -67325,7 +65969,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -67402,8 +66045,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -67414,13 +66056,11 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 4, - "note": null, "abilities": [ "negative healing" ] @@ -67462,7 +66102,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -67591,8 +66230,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -67603,13 +66241,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -67650,7 +66286,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 60 }, @@ -67860,8 +66495,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -67872,19 +66506,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "swim ": 40 }, @@ -67893,7 +66524,6 @@ "range": "Melee", "name": "trident", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ @@ -67917,7 +66547,6 @@ "range": "Melee", "name": "fangs", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 2d4+4} piercing", "types": [ @@ -68002,8 +66631,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -68015,19 +66643,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -68136,8 +66761,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -68148,19 +66772,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -68168,7 +66789,6 @@ "range": "Melee", "name": "fangs", "attack": 16, - "traits": null, "effects": [ "Grab" ], @@ -68283,8 +66903,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -68295,13 +66914,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -68338,7 +66955,6 @@ } ], "speed": { - "abilities": null, "walk": 15 }, "attacks": [ @@ -68462,8 +67078,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -68474,13 +67089,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 44, - "note": null, "abilities": null } ], @@ -68497,7 +67110,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [ "Knockdown" ], @@ -68582,8 +67194,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -68594,19 +67205,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 23, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -68710,8 +67318,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -68722,19 +67329,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "fly ": 40 }, @@ -68906,8 +67510,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -68918,13 +67521,11 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 12, - "note": null, "abilities": null } ], @@ -68948,7 +67549,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "climb ": 20 }, @@ -68975,7 +67575,6 @@ "note": "", "DC": 14, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -69070,8 +67669,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -69082,19 +67680,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 11, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 40 }, @@ -69219,8 +67814,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -69231,13 +67825,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": null } ], @@ -69256,7 +67848,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -69374,8 +67965,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -69386,13 +67976,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -69409,7 +67997,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -69532,8 +68119,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -69544,13 +68130,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -69586,9 +68170,10 @@ "abilitiesMid": [ { "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", + "generic": true }, { "entries": [ @@ -69598,7 +68183,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -69733,8 +68317,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -69745,13 +68328,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], @@ -69912,8 +68493,7 @@ ], "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -69924,13 +68504,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -69953,7 +68531,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "swim ": 30 }, @@ -70141,8 +68718,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -70153,13 +68729,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -70319,8 +68893,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -70331,13 +68904,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -70372,7 +68943,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 35 }, @@ -70620,8 +69190,7 @@ }, "abilitiesTop": [], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -70632,13 +69201,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by cold iron)" ] @@ -70830,7 +69397,6 @@ "note": "", "DC": 44, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -70940,8 +69506,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -70952,19 +69517,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 27, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -71100,8 +69662,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -71112,13 +69673,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 370, - "note": null, "abilities": [ "{@ability regeneration} 25 (deactivated by cold)" ] @@ -71250,8 +69809,6 @@ "note": " Plants and fungi are immune.", "DC": 40, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -71354,8 +69911,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -71366,13 +69922,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -71405,7 +69959,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "swim ": 80 }, @@ -71531,8 +70084,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -71543,19 +70095,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 29, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -71754,8 +70303,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -71766,19 +70314,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -71786,7 +70331,6 @@ "range": "Melee", "name": "jaws", "attack": 13, - "traits": null, "effects": [ "Grab" ], @@ -71909,8 +70453,7 @@ }, "abilitiesTop": [], "ac": { - "default": 47, - "abilities": null + "default": 47 }, "savingThrows": { "Fort": { @@ -71921,13 +70464,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 440, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by cold iron)" ] @@ -72115,7 +70656,6 @@ "note": "", "DC": 44, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -72231,8 +70771,7 @@ ], "abilitiesTop": [], "ac": { - "default": 54, - "abilities": null + "default": 54 }, "savingThrows": { "Fort": { @@ -72249,7 +70788,6 @@ "hp": [ { "hp": 550, - "note": null, "abilities": [ "{@ability regeneration} 50 (deactivated by good)" ] @@ -72571,8 +71109,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -72583,13 +71120,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -72608,7 +71143,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -72733,8 +71267,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -72745,13 +71278,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by acid or fire)" ] @@ -72776,7 +71307,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -72885,8 +71415,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -72897,13 +71426,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": [ "{@ability regeneration} 30 (deactivated by acid or fire)" ] @@ -72940,7 +71467,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -73095,8 +71621,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -73107,19 +71632,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -73213,8 +71735,6 @@ "note": "", "DC": 17, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -73316,8 +71836,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -73329,19 +71848,16 @@ "Will": { "default": 11, "vs. mental": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 45 }, "attacks": [ @@ -73509,8 +72025,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -73521,13 +72036,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -73705,8 +72218,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -73717,13 +72229,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 11, - "note": null, "abilities": null } ], @@ -73747,7 +72257,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "fly ": 30 }, @@ -73852,8 +72361,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -73864,13 +72372,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": [ "coffin restoration", "fast healing 7", @@ -73913,7 +72419,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -74113,8 +72618,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -74125,8 +72629,7 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { @@ -74173,7 +72676,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -74455,8 +72957,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -74467,13 +72968,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": [ "coffin restoration", "fast healing 5", @@ -74499,7 +72998,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -74639,8 +73137,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -74651,13 +73148,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -74672,7 +73167,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "swim ": 80 }, @@ -74996,8 +73490,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -75008,19 +73501,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -75129,8 +73619,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -75141,13 +73630,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], @@ -75166,7 +73653,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "swim ": 20 @@ -75201,7 +73687,6 @@ "note": "", "DC": 16, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -75296,8 +73781,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -75308,13 +73792,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": [ "fast healing 1" ] @@ -75559,8 +74041,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -75571,13 +74052,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 185, - "note": null, "abilities": null } ], @@ -75618,7 +74097,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 35 }, @@ -75832,8 +74310,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -75844,13 +74321,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 36, - "note": null, "abilities": null } ], @@ -75869,7 +74344,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -75877,7 +74351,6 @@ "range": "Melee", "name": "hoof", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ @@ -75948,8 +74421,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -75960,13 +74432,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -75985,7 +74455,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -75993,7 +74462,6 @@ "range": "Melee", "name": "hoof", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ @@ -76084,8 +74552,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -76096,13 +74563,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 36, - "note": null, "abilities": null } ], @@ -76121,7 +74586,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -76129,7 +74593,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [ "Grab" ], @@ -76213,8 +74676,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -76225,13 +74687,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": [ "negative healing" ] @@ -76274,7 +74734,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -76439,8 +74898,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -76451,13 +74909,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -76481,7 +74937,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 40 }, @@ -76508,7 +74963,6 @@ "note": "", "DC": 21, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -76588,8 +75042,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -76600,13 +75053,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": [ "fast healing 2 (while underwater)" ] @@ -76624,7 +75075,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 25, "swim ": 25 @@ -76670,15 +75120,9 @@ "water" ], "entries": [ - "The water mephit puts out all fires in a 5-foot emanation. The mephit extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier)." + "The water mephit puts out all fires in a 5-foot emanation. The mephit extinguishes all non-magical fires automatically and attempts to {@quickref counteract||3|counteracting} magical fires (+7 counteract modifier)." ], "name": "Drench" - }, - { - "entries": [ - "Water elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict." - ], - "name": "Elemental, Water" } ], "inflicts": { @@ -76757,8 +75201,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -76769,13 +75212,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -76794,7 +75235,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -76831,7 +75271,6 @@ "range": "Melee", "name": "web", "attack": 11, - "traits": null, "effects": [ "web trap" ], @@ -76851,7 +75290,6 @@ "note": "", "DC": 19, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -76953,8 +75391,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -76965,13 +75402,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 335, - "note": null, "abilities": [ "blood leech" ] @@ -76979,7 +75414,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "burrow ": 25, "climb ": 25 @@ -77154,8 +75588,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -77166,13 +75599,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": [ "{@ability regeneration} 30 (deactivated by cold iron)" ] @@ -77188,7 +75619,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 100 }, "attacks": [ @@ -77329,8 +75759,6 @@ "note": " A creature affected by wendigo torment can't recover beyond stage 1 until it has been restored to full HP.", "DC": 38, "savingThrow": "Will", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -77449,8 +75877,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -77461,19 +75888,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -77577,7 +76001,7 @@ "primal" ], "entries": [ - "Saving Throw DC 22 Fortitude." + "{@b Saving Throw} {@dc 22} Fortitude." ], "name": "Curse of the Werebear" }, @@ -77700,9 +76124,9 @@ "Cha": 1 }, "items": [ - "hand crossbow (20 bolts)", - "leather armor", - "shortsword" + "{@item hand crossbow} (20 {@item bolt||bolts})", + "{@item leather armor}", + "{@item shortsword}" ], "abilitiesTop": [ { @@ -77717,8 +76141,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -77729,13 +76152,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -77760,7 +76181,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -77848,9 +76268,11 @@ "primal" ], "entries": [ - "Saving Throw DC 18 Fortitude." + "{@b Saving Throw} {@dc 18} Fortitude." ], - "name": "Curse of the Werebear" + "generic": true, + "title": "Curse of the Wererat", + "name": "Curse of the Werecreature" }, { "traits": [ @@ -77859,6 +76281,7 @@ "transmutation" ], "entries": [], + "generic": true, "name": "Moon Frenzy" }, { @@ -77960,8 +76383,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -77972,13 +76394,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 63, - "note": null, "abilities": null } ], @@ -78001,7 +76421,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -78035,7 +76454,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [ "curse of the werewolf" ], @@ -78085,7 +76503,7 @@ "primal" ], "entries": [ - "Saving Throw DC 19 Fortitude." + "{@b Saving Throw} {@dc 19} Fortitude." ], "name": "Curse of the Werewolf" }, @@ -78171,8 +76589,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -78183,13 +76600,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": [ "negative healing" ] @@ -78221,7 +76636,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -78229,7 +76643,6 @@ "range": "Melee", "name": "claw", "attack": 12, - "traits": null, "effects": [ "drain life" ], @@ -78330,8 +76743,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -78342,13 +76754,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -78377,7 +76787,6 @@ } ], "speed": { - "abilities": null, "fly ": 50 }, "attacks": [ @@ -78500,8 +76909,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -78512,13 +76920,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -78561,7 +76967,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -78665,8 +77070,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -78677,19 +77081,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -78697,7 +77098,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "traits": null, "effects": [ "Knockdown" ], @@ -78791,8 +77191,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -78803,13 +77202,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": [ "negative healing" ] @@ -78853,7 +77250,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -78961,8 +77357,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -78973,13 +77368,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -79015,7 +77408,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 60 }, @@ -79024,7 +77416,6 @@ "range": "Melee", "name": "fangs", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d12+5} piercing", "types": [ @@ -79035,7 +77426,6 @@ "range": "Melee", "name": "claw", "attack": 17, - "traits": null, "effects": [ "Grab" ], @@ -79097,7 +77487,6 @@ "note": "", "DC": 22, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -79208,13 +77597,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -79363,8 +77750,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -79375,13 +77761,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 44, - "note": null, "abilities": null } ], @@ -79398,7 +77782,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -79421,7 +77804,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [ "Weakening {@action Strike}" ], @@ -79542,8 +77924,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -79554,13 +77935,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": null } ], @@ -79588,7 +77967,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -79611,7 +77989,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ @@ -79735,8 +78112,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -79747,13 +78123,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 21, - "note": null, "abilities": null } ], @@ -79770,7 +78144,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -79778,7 +78151,6 @@ "range": "Melee", "name": "club", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ @@ -79789,7 +78161,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ @@ -79914,8 +78285,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -79926,13 +78296,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -79969,7 +78337,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "climb ": 20 }, @@ -79978,7 +78345,6 @@ "range": "Melee", "name": "claw", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 2d10+5} slashing", "types": [ @@ -80094,8 +78460,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -80106,13 +78471,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": null } ], @@ -80153,7 +78516,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 100, "swim ": 40 @@ -80338,8 +78700,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -80350,13 +78711,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -80397,7 +78756,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "burrow ": 15, "fly ": 100 @@ -80610,8 +78968,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -80622,13 +78979,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": null } ], @@ -80669,7 +79024,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 30, "fly ": 120 @@ -80858,8 +79212,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -80870,13 +79223,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -80917,7 +79268,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 120, "swim ": 40 @@ -81116,8 +79466,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -81128,13 +79477,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -81370,8 +79717,7 @@ }, "abilitiesTop": [], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -81382,13 +79728,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -81435,7 +79779,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 140, "swim ": 40 @@ -81655,8 +79998,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -81667,13 +80009,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -81930,8 +80270,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -81942,13 +80281,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": null } ], @@ -81995,7 +80332,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 120 }, @@ -82199,8 +80535,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -82211,13 +80546,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -82460,8 +80793,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -82472,13 +80804,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -82715,8 +81045,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -82727,13 +81056,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 291, - "note": null, "abilities": null } ], @@ -82770,7 +81097,6 @@ "range": "Melee", "name": "fist", "attack": 33, - "traits": null, "effects": [], "damage": "{@damage 4d12+13} bludgeoning", "types": [ @@ -82970,8 +81296,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -82982,19 +81307,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 36, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 50 }, "attacks": [ @@ -83081,8 +81403,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -83093,13 +81414,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": [ "negative healing" ] @@ -83119,7 +81438,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -83199,8 +81517,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -83211,13 +81528,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": [ "negative healing" ] @@ -83237,7 +81552,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -83364,8 +81678,7 @@ } ], "ac": { - "default": 12, - "abilities": null + "default": 12 }, "savingThrows": { "Fort": { @@ -83376,13 +81689,11 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": [ "negative healing" ] @@ -83402,7 +81713,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -83410,7 +81720,6 @@ "range": "Melee", "name": "fist", "attack": 7, - "traits": null, "effects": [ "Grab" ], diff --git a/data/bestiary/creatures-bst2.json b/data/bestiary/creatures-bst2.json index 2a72966ee0..ae63327cb3 100644 --- a/data/bestiary/creatures-bst2.json +++ b/data/bestiary/creatures-bst2.json @@ -60,8 +60,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -73,13 +72,11 @@ "Will": { "default": 6, "status vs. mental": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -102,7 +99,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -124,7 +120,6 @@ "range": "Melee", "name": "fangs", "attack": 11, - "traits": null, "effects": [ "serpentfolk venom" ], @@ -271,8 +266,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -283,13 +277,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 222, - "note": null, "abilities": null } ], @@ -330,7 +322,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 120, "swim ": 60 @@ -568,8 +559,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -580,13 +570,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 254, - "note": null, "abilities": null } ], @@ -864,8 +852,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -876,13 +863,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 185, - "note": null, "abilities": null } ], @@ -927,7 +912,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "burrow ": 35, "fly ": 120 @@ -1149,8 +1133,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -1161,13 +1144,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -1445,8 +1426,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -1457,13 +1437,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -1504,7 +1482,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 180 }, @@ -1729,8 +1706,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -1741,19 +1717,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 35 }, @@ -1762,7 +1735,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ @@ -1895,8 +1867,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -1907,13 +1878,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], @@ -1948,7 +1917,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 15 }, @@ -1981,8 +1949,6 @@ "note": " An akata implants its parasitic larval young into\nany creature it bites, but only Medium or Small humanoids\nmake suitable hosts; all other creatures are immune to\nthis disease", "DC": 17, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -2113,8 +2079,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -2125,13 +2090,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 42, - "note": null, "abilities": [ "fast healing 1" ] @@ -2400,8 +2363,7 @@ } ], "ac": { - "default": 9, - "abilities": null + "default": 9 }, "savingThrows": { "Fort": { @@ -2412,13 +2374,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -2436,7 +2396,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "climb ": 5, "swim ": 10 @@ -2513,8 +2472,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -2525,19 +2483,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -2675,8 +2630,7 @@ }, "abilitiesTop": [], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -2687,13 +2641,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 330, - "note": null, "abilities": null } ], @@ -2734,7 +2686,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 140, "swim ": 70 @@ -3008,8 +2959,7 @@ } ], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -3020,13 +2970,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 355, - "note": null, "abilities": null } ], @@ -3329,8 +3277,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -3341,13 +3288,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -3417,7 +3362,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "burrow ": 40, "fly ": 140 @@ -3660,8 +3604,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -3672,13 +3615,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 390, - "note": null, "abilities": null } ], @@ -3983,8 +3924,7 @@ }, "abilitiesTop": [], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -3995,13 +3935,11 @@ }, "Will": { "default": 38 - }, - "abilities": null + } }, "hp": [ { "hp": 375, - "note": null, "abilities": null } ], @@ -4042,7 +3980,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 200 }, @@ -4291,8 +4228,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -4303,13 +4239,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -4332,7 +4266,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -4407,8 +4340,6 @@ "note": " An animate\ndream's touch fills the victim's mind with terrifying visions", "DC": 26, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -4501,8 +4432,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -4513,19 +4443,16 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 75 }, "attacks": [ @@ -4708,8 +4635,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -4720,13 +4646,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": null } ], @@ -4919,8 +4843,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -4931,13 +4854,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], @@ -4983,7 +4904,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -5061,8 +4981,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -5073,13 +4992,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 68, - "note": null, "abilities": null } ], @@ -5112,7 +5029,6 @@ } ], "speed": { - "abilities": null, "walk": 5 }, "attacks": [ @@ -5206,8 +5122,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -5218,13 +5133,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -5259,7 +5172,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -5280,7 +5192,6 @@ "range": "Melee", "name": "jaws", "attack": 25, - "traits": null, "effects": [ "athach venom" ], @@ -5329,7 +5240,6 @@ "note": "", "DC": 32, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -5436,8 +5346,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -5448,13 +5357,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": [ "negative healing" ] @@ -5500,7 +5407,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -5524,7 +5430,6 @@ "range": "Melee", "name": "bony hand (agile)", "attack": 13, - "traits": null, "effects": [ "steal voice" ], @@ -5649,8 +5554,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -5661,13 +5565,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 225, - "note": null, "abilities": null } ], @@ -5697,7 +5599,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "climb ": 40, "fly ": 40 @@ -5827,8 +5728,6 @@ "note": "", "DC": 34, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -5940,8 +5839,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -5952,13 +5850,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 14, - "note": null, "abilities": [ "{@ability regeneration} 2 (deactivated by good or silver)" ] @@ -5997,7 +5893,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 40 }, @@ -6152,8 +6047,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -6164,13 +6058,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -6193,7 +6085,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "burrow ": 10 }, @@ -6202,7 +6093,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "traits": null, "effects": [ "Grab" ], @@ -6352,8 +6242,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -6364,13 +6253,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": [ "fast healing 2" ] @@ -6671,8 +6558,7 @@ ], "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -6683,13 +6569,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], @@ -6733,7 +6617,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6908,8 +6791,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -6920,13 +6802,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], @@ -6943,7 +6823,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "burrow ": 10 }, @@ -6952,7 +6831,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d8} piercing", "types": [ @@ -7041,8 +6919,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -7053,19 +6930,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -7221,8 +7095,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -7233,13 +7106,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -7265,7 +7136,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -7273,7 +7143,6 @@ "range": "Melee", "name": "frond", "attack": 15, - "traits": null, "effects": [ "basidirond spores" ], @@ -7295,7 +7164,6 @@ "note": "", "DC": 22, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -7423,8 +7291,7 @@ }, "abilitiesTop": [], "ac": { - "default": 47, - "abilities": null + "default": 47 }, "savingThrows": { "Fort": { @@ -7435,13 +7302,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": [ "fast healing 30" ] @@ -7717,8 +7582,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -7729,13 +7593,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -7758,7 +7620,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "climb ": 15 }, @@ -7839,7 +7700,6 @@ "note": " The {@condition drained}\ncondition from Abyssal rot is cumulative, to\na maximum of {@condition drained 4}", "DC": 29, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -7946,8 +7806,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -7958,19 +7817,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "swim ": 35 }, @@ -7995,7 +7851,6 @@ "range": "Melee", "name": "foot", "attack": 21, - "traits": null, "effects": [], "damage": "{@damage 2d8+9} bludgeoning", "types": [ @@ -8136,8 +7991,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -8148,19 +8002,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 15 }, @@ -8335,8 +8186,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -8347,13 +8197,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 78, - "note": null, "abilities": null } ], @@ -8377,7 +8225,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -8492,8 +8339,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -8504,19 +8350,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 32, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -8524,7 +8367,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d8+5} piercing", "types": [ @@ -8608,8 +8450,7 @@ }, "abilitiesTop": [], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -8620,19 +8461,16 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 50 }, "attacks": [ @@ -8781,8 +8619,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -8793,19 +8630,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 27, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 15, "swim ": 15 @@ -8815,7 +8649,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d12+2} piercing", "types": [ @@ -8928,8 +8761,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -8940,19 +8772,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -8960,7 +8789,6 @@ "range": "Melee", "name": "jaws (agile, finesse)", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ @@ -9044,8 +8872,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -9056,13 +8883,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], @@ -9098,7 +8923,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "ice burrow ": 20 }, @@ -9224,8 +9048,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -9236,19 +9059,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9283,7 +9103,6 @@ "range": "Melee", "name": "talons", "attack": 15, - "traits": null, "effects": [ "{@dice 1d3+1}." ], @@ -9447,8 +9266,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -9459,19 +9277,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 25 }, "attacks": [ @@ -9494,7 +9309,6 @@ "range": "Melee", "name": "arms", "attack": 6, - "traits": null, "effects": [ "Grab" ], @@ -9514,7 +9328,6 @@ "note": "", "DC": 17, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -9633,8 +9446,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -9645,13 +9457,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": [ "negative healing" ] @@ -9702,7 +9512,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -9827,8 +9636,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -9839,13 +9647,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 85, - "note": null, "abilities": [ "negative healing" ] @@ -9907,7 +9713,6 @@ "range": "Melee", "name": "fist", "attack": 14, - "traits": null, "effects": [ "{@dice 2d6+5}", "bog rot" @@ -9932,8 +9737,6 @@ "note": "\nThis affliction can't be reduced below stage 1, nor can\nthe damage from it be healed, until it's successfully\ntreated with remove curse or a similar effect; the affliction can then be removed as normal\nfor a disease. A creature killed by bog rot\nmelts into a noxious sludge and can't be\nresurrected except by a 7th-level resurrect\nritual or similar magic", "DC": 21, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -10031,8 +9834,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -10043,19 +9845,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 20 }, @@ -10064,7 +9863,6 @@ "range": "Melee", "name": "spear", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ @@ -10219,8 +10017,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -10232,19 +10029,16 @@ "Will": { "default": 19, "status vs. mental": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -10514,8 +10308,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -10526,19 +10319,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 60 }, "attacks": [ @@ -10546,7 +10336,6 @@ "range": "Melee", "name": "snout", "attack": 6, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} bludgeoning", "types": [ @@ -10557,7 +10346,6 @@ "range": "Melee", "name": "jaws", "attack": 6, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ @@ -10654,8 +10442,7 @@ ], "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -10666,13 +10453,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -10688,7 +10473,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "fly ": 80 }, @@ -10880,8 +10664,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -10892,13 +10675,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -10926,7 +10707,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "swim ": 20 }, @@ -11037,8 +10817,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -11049,19 +10828,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -11241,8 +11017,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -11253,13 +11028,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 245, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by chaotic)" ] @@ -11308,7 +11081,6 @@ } ], "speed": { - "abilities": null, "fly ": 35 }, "attacks": [ @@ -11521,8 +11293,7 @@ }, "abilitiesTop": [], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -11533,13 +11304,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by cold iron)" ] @@ -11697,7 +11466,6 @@ "note": "", "DC": 41, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -11794,8 +11562,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -11806,13 +11573,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 67, - "note": null, "abilities": null } ], @@ -11842,7 +11607,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -11993,8 +11757,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -12005,13 +11768,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -12046,7 +11807,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 20 }, @@ -12180,8 +11940,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -12192,13 +11951,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -12223,7 +11980,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -12422,8 +12178,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -12434,13 +12189,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -12470,7 +12223,6 @@ } ], "speed": { - "abilities": null, "walk": 15 }, "attacks": [ @@ -12604,8 +12356,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -12616,13 +12367,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -12662,7 +12411,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "swim ": 20 @@ -12770,8 +12518,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -12782,13 +12529,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -12810,9 +12555,10 @@ "abilitiesMid": [ { "entries": [ - "Antimagic harmed by fire ({@dice 4d6}, {@dice 1d8} from areas or {@condition persistent damage}); healed by electricity (area {@dice 1d6} HP); {@condition slowed} by cold." + "harmed by fire ({@dice 4d6}, {@dice 1d8} from areas or {@condition persistent damage}); healed by electricity (area {@dice 1d6} HP); {@condition slowed} by cold." ], - "name": "Golem" + "name": "Golem Antimagic", + "generic": true }, { "traits": [ @@ -12832,7 +12578,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -12880,8 +12625,6 @@ "note": " The {@condition sickened} and {@condition unconscious} conditions from filth fever can't\nend or be reduced until the disease is cured", "DC": 19, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -12988,8 +12731,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -13000,13 +12742,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -13032,7 +12772,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "swim ": 20 }, @@ -13195,8 +12934,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -13207,13 +12945,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -13259,7 +12995,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -13438,8 +13173,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -13450,19 +13184,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "climb ": 15 }, @@ -13471,7 +13202,6 @@ "range": "Melee", "name": "claw", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d10+6} slashing", "types": [ @@ -13568,8 +13298,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -13580,19 +13309,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 15 }, @@ -13641,7 +13367,6 @@ "note": "", "DC": 17, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6\nrounds", "stages": [ { @@ -13730,8 +13455,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -13742,13 +13466,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by acid or sonic)" ] @@ -13789,7 +13511,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "burrow ": 20, "climb ": 20 @@ -13943,8 +13664,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -13955,13 +13675,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -14246,8 +13964,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -14258,13 +13975,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": null } ], @@ -14286,7 +14001,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 15 }, @@ -14389,8 +14103,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -14401,19 +14114,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -14529,8 +14239,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -14541,13 +14250,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -14571,7 +14278,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "fly ": 15 @@ -14678,8 +14384,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -14691,19 +14396,16 @@ "Will": { "default": 10, "status vs. mental": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 48, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -14909,8 +14611,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -14921,19 +14622,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "swim ": 15 }, @@ -15068,8 +14766,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -15080,13 +14777,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -15165,7 +14860,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 50 }, @@ -15365,8 +15059,7 @@ }, "abilitiesTop": [], "ac": { - "default": 12, - "abilities": null + "default": 12 }, "savingThrows": { "Fort": { @@ -15377,13 +15070,11 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": [ "negative healing" ] @@ -15391,7 +15082,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -15521,8 +15211,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -15533,19 +15222,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "swim ": 40 }, @@ -15711,8 +15397,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -15723,13 +15408,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 14, - "note": null, "abilities": null } ], @@ -15748,7 +15431,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "fly ": 40 }, @@ -15862,7 +15544,6 @@ "note": " A creature bitten by a cythnigot\nbecomes afflicted by fast-growing spores that swiftly grow\ninto twitching spikes and hideous pallid growths of hairlike\nfibers. These growths erupt from the bite wound and writhe\nand wrap around the creature's limbs. Plant creatures take\na \u20132 circumstance penalty to save against tangle spores", "DC": 17, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -15961,8 +15642,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -15973,13 +15653,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -15996,7 +15674,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -16169,8 +15846,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -16181,13 +15857,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": [ "planar fast healing 5" ] @@ -16225,7 +15899,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -16436,8 +16109,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -16448,13 +16120,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": null } ], @@ -16468,7 +16138,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -16692,8 +16361,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -16704,13 +16372,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -16723,7 +16389,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -16731,7 +16396,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d8+10} piercing plus {@damage 1d8} sonic", "types": [ @@ -16886,8 +16550,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -16898,13 +16561,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": [ "negative healing" ] @@ -16935,7 +16596,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 30 }, @@ -17065,8 +16725,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -17077,13 +16736,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], @@ -17104,7 +16761,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "burrow ": 15 }, @@ -17225,8 +16881,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -17237,13 +16892,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 260, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by cold)" ] @@ -17293,7 +16946,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 40 }, @@ -17428,8 +17080,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -17440,13 +17091,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -17491,7 +17140,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 40 }, @@ -17500,7 +17148,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "traits": null, "effects": [], "damage": "{@damage 2d12+8} piercing", "types": [ @@ -17691,8 +17338,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -17703,13 +17349,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -17721,7 +17365,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 20 }, @@ -17857,8 +17500,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -17869,13 +17511,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -17916,7 +17556,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -18042,8 +17681,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -18054,13 +17692,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": [ "negative healing" ] @@ -18114,7 +17750,6 @@ } ], "speed": { - "abilities": null, "fly ": 60 }, "attacks": [ @@ -18232,8 +17867,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -18244,19 +17878,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -18302,7 +17933,6 @@ "note": "", "DC": 16, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -18388,8 +18018,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -18400,19 +18029,16 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 340, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 50, "burrow ": 25, "climb ": 25 @@ -18558,8 +18184,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -18570,13 +18195,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": [ "fast healing 2 (in dust or sand)" ] @@ -18584,7 +18207,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 35 }, @@ -18708,8 +18330,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -18720,13 +18341,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -18797,7 +18416,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -18953,8 +18571,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -18965,13 +18582,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 72, - "note": null, "abilities": null } ], @@ -19004,7 +18619,6 @@ "range": "Melee", "name": "hoof", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d6+6} bludgeoning", "types": [ @@ -19107,8 +18721,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -19119,13 +18732,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": null } ], @@ -19150,7 +18761,6 @@ } ], "speed": { - "abilities": null, "walk": 5, "swim ": 35 }, @@ -19174,7 +18784,6 @@ "range": "Melee", "name": "paddle", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ @@ -19280,8 +18889,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -19292,13 +18900,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -19334,7 +18940,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -19410,8 +19015,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -19422,19 +19026,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25, "swim ": 25 @@ -19614,8 +19215,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -19626,13 +19226,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 375, - "note": null, "abilities": [ "{@ability regeneration} 25 (deactivated by good or silver)" ] @@ -19672,7 +19270,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 50 }, @@ -19930,8 +19527,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -19942,13 +19538,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], @@ -19961,7 +19555,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -20152,8 +19745,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -20164,13 +19756,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": [ "{@ability regeneration} 10 (deactivated by good or silver)" ] @@ -20209,7 +19799,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -20328,8 +19917,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -20340,13 +19928,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], @@ -20369,7 +19955,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "fly ": 25 }, @@ -20387,7 +19972,6 @@ "DC": 20, "savingThrow": "Fortitude", "onset": "4 days", - "maxDuration": null, "stages": [ { "stage": 1, @@ -20508,8 +20092,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -20520,13 +20103,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], @@ -20539,7 +20120,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -20679,8 +20259,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -20691,13 +20270,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -20714,7 +20291,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -20827,8 +20403,7 @@ }, "abilitiesTop": [], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -20839,13 +20414,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -20869,7 +20442,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 20 }, "attacks": [], @@ -20904,7 +20476,6 @@ "note": "", "DC": 24, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6\nrounds", "stages": [ { @@ -21010,8 +20581,7 @@ ], "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -21022,13 +20592,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by acid or cold)" ] @@ -21053,7 +20621,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 40 }, @@ -21300,8 +20867,7 @@ }, "abilitiesTop": [], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -21312,13 +20878,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": [ "{@ability regeneration} 10 (deactivated" ] @@ -21462,7 +21026,6 @@ "note": "", "DC": 37, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10\nrounds", "stages": [ { @@ -21555,8 +21118,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -21567,13 +21129,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 72, - "note": null, "abilities": null } ], @@ -21605,7 +21165,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -21727,7 +21286,6 @@ "note": "", "DC": 19, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6\nrounds", "stages": [ { @@ -21828,13 +21386,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 285, - "note": null, "abilities": null } ], @@ -21853,7 +21409,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 30 }, @@ -22041,8 +21596,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -22053,13 +21607,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by acid or fire)" ] @@ -22232,8 +21784,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -22244,13 +21795,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 225, - "note": null, "abilities": null } ], @@ -22307,7 +21856,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "burrow ": 10 }, @@ -22316,7 +21864,6 @@ "range": "Melee", "name": "jaws", "attack": 25, - "traits": null, "effects": [], "damage": "{@damage 3d8+10} piercing plus {@damage 2d6} {@condition persistent damage ||persistent cold}", "types": [ @@ -22433,8 +21980,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -22445,13 +21991,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -22480,7 +22024,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -22555,8 +22098,6 @@ "note": " A ghonhatine's vomit\ncarries an awful disease that, over time, can cause a suffering creature's flesh to\ndevelop painful boils that eventually\nslough away, leaving gaping wounds", "DC": 28, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -22659,8 +22200,7 @@ } ], "ac": { - "default": 8, - "abilities": null + "default": 8 }, "savingThrows": { "Fort": { @@ -22671,13 +22211,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -22695,7 +22233,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "climb ": 10, "swim ": 10 @@ -22705,7 +22242,6 @@ "range": "Melee", "name": "pseudopod", "attack": 8, - "traits": null, "effects": [ "Grab" ], @@ -22801,8 +22337,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -22813,19 +22348,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "climb ": 20 }, @@ -22834,7 +22366,6 @@ "range": "Melee", "name": "mandibles", "attack": 11, - "traits": null, "effects": [ "Grab" ], @@ -22871,7 +22402,6 @@ "note": "", "DC": 18, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -22964,8 +22494,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -22976,13 +22505,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -22999,7 +22526,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "burrow ": 10 }, @@ -23008,7 +22534,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ @@ -23127,19 +22652,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -23205,8 +22727,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -23217,13 +22738,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -23242,7 +22761,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25, "fly ": 15 @@ -23318,8 +22836,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -23330,13 +22847,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], @@ -23368,7 +22883,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 15 }, @@ -23377,7 +22891,6 @@ "range": "Melee", "name": "claw", "attack": 10, - "traits": null, "effects": [ "Grab" ], @@ -23465,8 +22978,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -23477,13 +22989,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": [ "negative healing" ] @@ -23525,7 +23035,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -23533,7 +23042,6 @@ "range": "Melee", "name": "claw", "attack": 15, - "traits": null, "effects": [ "Grab" ], @@ -23611,8 +23119,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -23623,19 +23130,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 60 }, @@ -23644,7 +23148,6 @@ "range": "Melee", "name": "mandibles", "attack": 14, - "traits": null, "effects": [ "Grab" ], @@ -23742,8 +23245,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -23754,19 +23256,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 46, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "swim ": 30 }, @@ -23849,8 +23348,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -23861,13 +23359,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -23886,7 +23382,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "fly ": 40 @@ -23896,7 +23391,6 @@ "range": "Melee", "name": "mandibles", "attack": 8, - "traits": null, "effects": [ "fly pox" ], @@ -23920,7 +23414,6 @@ "DC": 16, "savingThrow": "Fortitude", "onset": "1 day", - "maxDuration": null, "stages": [ { "stage": 1, @@ -24015,8 +23508,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -24027,19 +23519,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -24048,7 +23537,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [ "Grab" ], @@ -24146,8 +23634,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -24158,13 +23645,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -24183,7 +23668,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 80 }, @@ -24270,8 +23754,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -24282,13 +23765,11 @@ }, "Will": { "default": 1 - }, - "abilities": null + } }, "hp": [ { "hp": 165, - "note": null, "abilities": null } ], @@ -24312,7 +23793,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 20 }, "attacks": [ @@ -24429,8 +23909,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -24441,19 +23920,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 32, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "swim ": 20 }, @@ -24462,7 +23938,6 @@ "range": "Melee", "name": "mouth", "attack": 10, - "traits": null, "effects": [ "Grab" ], @@ -24535,8 +24010,7 @@ }, "abilitiesTop": [], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -24547,13 +24021,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], @@ -24572,7 +24044,6 @@ } ], "speed": { - "abilities": null, "walk": 10 }, "attacks": [ @@ -24580,7 +24051,6 @@ "range": "Melee", "name": "mandibles", "attack": 6, - "traits": null, "effects": [ "Grab" ], @@ -24660,8 +24130,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -24672,19 +24141,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 50 }, @@ -24730,7 +24196,6 @@ "DC": 24, "savingThrow": "Fortitude", "onset": "1 day", - "maxDuration": null, "stages": [ { "stage": 1, @@ -24812,8 +24277,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -24824,13 +24288,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 165, - "note": null, "abilities": null } ], @@ -24842,7 +24304,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "climb ": 15 }, @@ -24987,8 +24448,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -24999,19 +24459,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "swim ": 40 }, @@ -25020,7 +24477,6 @@ "range": "Melee", "name": "jaws", "attack": 22, - "traits": null, "effects": [ "Improved Grab" ], @@ -25121,8 +24577,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -25133,19 +24588,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "climb ": 25 }, @@ -25154,7 +24606,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d10+1} piercing", "types": [ @@ -25255,8 +24706,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -25267,19 +24717,16 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 40 }, "attacks": [ @@ -25287,7 +24734,6 @@ "range": "Melee", "name": "beak", "attack": 21, - "traits": null, "effects": [], "damage": "{@damage 2d12+11} piercing", "types": [ @@ -25425,8 +24871,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -25437,19 +24882,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "climb ": 15 }, @@ -25500,7 +24942,6 @@ "DC": 17, "savingThrow": "Fortitude", "onset": "1 day", - "maxDuration": null, "stages": [ { "stage": 1, @@ -25574,8 +25015,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -25586,13 +25026,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 36, - "note": null, "abilities": null } ], @@ -25605,7 +25043,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -25613,7 +25050,6 @@ "range": "Melee", "name": "bite", "attack": 11, - "traits": null, "effects": [ "Grab" ], @@ -25648,7 +25084,6 @@ "note": "", "DC": 19, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -25746,8 +25181,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -25758,13 +25192,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -25783,7 +25215,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -25842,7 +25273,6 @@ "note": "", "DC": 19, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -25923,8 +25353,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -25935,19 +25364,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 10 }, @@ -25956,7 +25382,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [ "Grab" ], @@ -26092,8 +25517,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -26104,13 +25528,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -26138,9 +25560,10 @@ "abilitiesMid": [ { "entries": [ - "Antimagic harmed by sonic ({@dice 6d6}, {@dice 2d6} from areas or {@condition persistent damage}); healed by fire (area {@dice 2d6} HP); {@condition slowed} by cold." + "harmed by sonic ({@dice 6d6}, {@dice 2d6} from areas or {@condition persistent damage}); healed by fire (area {@dice 2d6} HP); {@condition slowed} by cold." ], - "name": "Golem" + "name": "Golem Antimagic", + "generic": true }, { "entries": [ @@ -26165,7 +25588,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -26265,8 +25687,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -26277,19 +25698,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -26297,7 +25715,6 @@ "range": "Melee", "name": "horn", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d12+10} piercing", "types": [ @@ -26308,7 +25725,6 @@ "range": "Melee", "name": "hoof", "attack": 18, - "traits": null, "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ @@ -26450,8 +25866,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -26462,13 +25877,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -26498,7 +25911,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -26689,8 +26101,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -26701,13 +26112,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 145, - "note": null, "abilities": null } ], @@ -26846,8 +26255,7 @@ } ], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -26858,13 +26266,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -26882,7 +26288,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "climb ": 10 }, @@ -26994,8 +26399,7 @@ } ], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -27006,13 +26410,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": null } ], @@ -27073,7 +26475,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -27240,8 +26641,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -27252,13 +26652,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -27341,7 +26739,6 @@ "note": "", "DC": 22, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -27439,8 +26836,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -27451,13 +26847,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 14, - "note": null, "abilities": null } ], @@ -27476,7 +26870,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 25 }, @@ -27515,7 +26908,6 @@ "range": "Melee", "name": "spear", "attack": 5, - "traits": null, "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ @@ -27639,8 +27031,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -27651,13 +27042,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -27799,8 +27188,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -27811,13 +27199,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 88, - "note": null, "abilities": null } ], @@ -27835,7 +27221,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 50 }, @@ -27844,7 +27229,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 2d8+7} piercing", "types": [ @@ -27855,7 +27239,6 @@ "range": "Melee", "name": "tentacle", "attack": 15, - "traits": null, "effects": [ "Knockdown" ], @@ -28009,8 +27392,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -28021,13 +27403,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": null } ], @@ -28052,7 +27432,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "climb ": 35 }, @@ -28262,8 +27641,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -28274,19 +27652,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [], @@ -28387,8 +27762,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -28399,13 +27773,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 165, - "note": null, "abilities": null } ], @@ -28447,7 +27819,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 30 }, @@ -28655,8 +28026,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -28667,13 +28037,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -28712,7 +28080,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -28720,7 +28087,6 @@ "range": "Melee", "name": "jaws", "attack": 18, - "traits": null, "effects": [], "damage": "{@damage 2d12+7} piercing", "types": [ @@ -28874,8 +28240,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -28886,13 +28251,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 245, - "note": null, "abilities": null } ], @@ -28925,7 +28288,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "swim ": 30 }, @@ -28934,7 +28296,6 @@ "range": "Melee", "name": "jaws (evil, magical, reach 10 feet)", "attack": 24, - "traits": null, "effects": [ "Grab" ], @@ -28948,7 +28309,6 @@ "range": "Melee", "name": "claw (agile, evil, magical, reach 10 feet)", "attack": 24, - "traits": null, "effects": [], "damage": "{@damage 2d8+13} slashing plus {@damage 1d6} evil", "types": [ @@ -29080,8 +28440,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -29092,13 +28451,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], @@ -29117,7 +28474,6 @@ } ], "speed": { - "abilities": null, "walk": 5, "swim ": 40 }, @@ -29204,8 +28560,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -29216,13 +28571,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 32, - "note": null, "abilities": null } ], @@ -29241,7 +28594,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 65 }, @@ -29250,7 +28602,6 @@ "range": "Melee", "name": "beak", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d10+3} piercing", "types": [ @@ -29362,8 +28713,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -29374,19 +28724,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 85, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 20 }, @@ -29408,7 +28755,6 @@ "range": "Melee", "name": "foot", "attack": 13, - "traits": null, "effects": [], "damage": "{@damage 1d10+8} bludgeoning", "types": [ @@ -29529,8 +28875,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -29541,13 +28886,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -29564,7 +28907,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "burrow ": 15 }, @@ -29573,7 +28915,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ @@ -29710,8 +29051,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -29722,13 +29062,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -29751,7 +29089,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -29927,8 +29264,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -29939,13 +29275,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -30000,7 +29334,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 30 }, @@ -30009,7 +29342,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d10+7} piercing", "types": [ @@ -30144,8 +29476,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -30156,13 +29487,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -30192,9 +29521,10 @@ "abilitiesMid": [ { "entries": [ - "Antimagic harmed by fire ({@dice 4d6}, {@dice 1d10} from areas or {@condition persistent damage}); healed by cold (area {@dice 1d6} HP); {@condition slowed} by water." + "harmed by fire ({@dice 4d6}, {@dice 1d10} from areas or {@condition persistent damage}); healed by cold (area {@dice 1d6} HP); {@condition slowed} by water." ], - "name": "Golem" + "name": "Golem Antimagic", + "generic": true }, { "traits": [ @@ -30215,7 +29545,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -30329,8 +29658,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -30341,13 +29669,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": [ "fast healing 2 (while touching ice or" ] @@ -30366,7 +29692,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 25 }, @@ -30481,8 +29806,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -30493,13 +29817,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by acid or fire)" ] @@ -30536,7 +29858,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 40 }, @@ -30745,8 +30066,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -30757,13 +30077,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 185, - "note": null, "abilities": null } ], @@ -30796,7 +30114,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "ice burrow ": 20, "swim ": 60 @@ -30926,8 +30243,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -30938,13 +30254,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -30961,7 +30275,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 20 }, @@ -31077,8 +30390,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -31089,19 +30401,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -31203,8 +30512,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -31215,19 +30523,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -31365,8 +30670,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -31377,13 +30681,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": [ "fast healing 5" ] @@ -31707,8 +31009,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -31719,19 +31020,16 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -31951,8 +31249,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -31963,13 +31260,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by good or silver)" ] @@ -32008,7 +31303,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -32157,8 +31451,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -32169,13 +31462,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -32207,7 +31498,6 @@ } ], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -32376,8 +31666,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -32388,13 +31677,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 265, - "note": null, "abilities": [ "Immunities acid" ] @@ -32419,7 +31706,6 @@ "range": "Melee", "name": "jaws", "attack": 26, - "traits": null, "effects": [], "damage": "{@damage 3d8+13} piercing plus {@damage 2d6} acid", "types": [ @@ -32554,8 +31840,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -32566,13 +31851,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 152, - "note": null, "abilities": null } ], @@ -32589,7 +31872,6 @@ } ], "speed": { - "abilities": null, "walk": 15 }, "attacks": [ @@ -32786,13 +32068,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": [ "{@ability regeneration} 10 (deactivated by cold)" ] @@ -32923,8 +32203,6 @@ "note": " Isqulugia's {@condition sickened}, {@condition slowed}, and {@condition paralyzed}\nconditions can't be removed until this affliction is removed", "DC": 30, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -33057,8 +32335,7 @@ } ], "ac": { - "default": 49, - "abilities": null + "default": 49 }, "savingThrows": { "Fort": { @@ -33069,13 +32346,11 @@ }, "Will": { "default": 40 - }, - "abilities": null + } }, "hp": [ { "hp": 500, - "note": null, "abilities": [ "{@ability regeneration} 25 (deactivated by vorpal weapons)" ] @@ -33137,7 +32412,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 60 }, @@ -33281,13 +32555,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": [ "{@ability regeneration} 40 (deactivated by acid or fire)" ] @@ -33334,7 +32606,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -33548,8 +32819,7 @@ ], "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -33560,13 +32830,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -33598,7 +32866,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 60 }, @@ -33799,8 +33066,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -33811,13 +33077,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -33829,7 +33093,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "swim ": 35 }, @@ -33838,7 +33101,6 @@ "range": "Melee", "name": "jaws", "attack": 13, - "traits": null, "effects": [ "Grab" ], @@ -33967,8 +33229,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -33979,13 +33240,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], @@ -34010,7 +33269,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -34018,7 +33276,6 @@ "range": "Melee", "name": "club", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d6+7} bludgeoning", "types": [ @@ -34242,8 +33499,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -34254,13 +33510,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": [ "fast healing 10" ] @@ -34447,7 +33701,6 @@ "note": "", "DC": 33, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -34544,8 +33797,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -34556,19 +33808,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -34576,7 +33825,6 @@ "range": "Melee", "name": "club", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ @@ -34745,8 +33993,7 @@ ], "abilitiesTop": [], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -34757,13 +34004,11 @@ }, "Will": { "default": 36 - }, - "abilities": null + } }, "hp": [ { "hp": 490, - "note": null, "abilities": null } ], @@ -34808,7 +34053,6 @@ } ], "speed": { - "abilities": null, "walk": 50 }, "attacks": [ @@ -35026,8 +34270,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -35038,19 +34281,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 85, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 50, "climb ": 25 }, @@ -35207,13 +34447,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": null } ], @@ -35242,7 +34480,6 @@ } ], "speed": { - "abilities": null, "walk": 50 }, "attacks": [ @@ -35426,8 +34663,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -35438,13 +34674,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 36, - "note": null, "abilities": null } ], @@ -35461,7 +34695,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ @@ -35545,8 +34778,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -35557,13 +34789,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -35704,8 +34934,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -35716,19 +34945,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -35965,8 +35191,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -35977,13 +35202,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 72, - "note": null, "abilities": null } ], @@ -35995,7 +35218,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -36195,8 +35417,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -36207,13 +35428,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -36230,7 +35449,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "climb ": 30 }, @@ -36298,7 +35516,6 @@ "note": "", "DC": 26, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -36399,8 +35616,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -36411,13 +35627,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -36446,7 +35660,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "burrow ": 10, "climb ": 30 @@ -36626,8 +35839,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -36638,19 +35850,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 40 }, "attacks": [ @@ -36755,8 +35964,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -36767,13 +35975,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": null } ], @@ -36833,7 +36039,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 30 }, @@ -36842,7 +36047,6 @@ "range": "Melee", "name": "claw", "attack": 29, - "traits": null, "effects": [], "damage": "{@damage 3d6+14} slashing plus {@damage 3d6} fire and {@damage 1d6} {@condition persistent damage ||persistent fire}", "types": [ @@ -37014,8 +36218,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -37026,13 +36229,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -37049,7 +36250,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "swim ": 20 }, @@ -37256,8 +36456,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -37268,13 +36467,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by chaotic)" ] @@ -37481,8 +36678,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -37493,19 +36689,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 45 }, "attacks": [ @@ -37636,8 +36829,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -37648,19 +36840,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -37677,7 +36866,6 @@ "note": "", "DC": 25, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -37790,8 +36978,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -37802,13 +36989,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 225, - "note": null, "abilities": null } ], @@ -37849,7 +37034,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 50 }, @@ -37954,8 +37138,6 @@ "note": "", "DC": 29, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -38069,8 +37251,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -38081,13 +37262,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -38288,8 +37467,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -38300,19 +37478,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 58, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "swim ": 30 @@ -38433,8 +37608,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -38445,13 +37619,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": [ "negative healing" ] @@ -38491,7 +37663,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -38499,7 +37670,6 @@ "range": "Melee", "name": "claw", "attack": 20, - "traits": null, "effects": [ "Grab" ], @@ -38615,8 +37785,7 @@ ], "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -38627,13 +37796,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 245, - "note": null, "abilities": null } ], @@ -38663,7 +37830,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 60 }, @@ -38876,8 +38042,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -38888,13 +38053,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": [ "fast healing 10" ] @@ -38914,7 +38077,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -39083,8 +38245,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -39095,19 +38256,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 38, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -39116,7 +38274,6 @@ "range": "Melee", "name": "club", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ @@ -39285,8 +38442,7 @@ ], "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -39297,13 +38453,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -39333,7 +38487,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 40 }, @@ -39526,8 +38679,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -39538,13 +38690,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -39585,7 +38735,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 20 }, @@ -39735,8 +38884,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -39747,13 +38895,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 165, - "note": null, "abilities": null } ], @@ -39788,7 +38934,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 50 }, @@ -39975,8 +39120,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -39987,13 +39131,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 365, - "note": null, "abilities": null } ], @@ -40028,7 +39170,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 40 }, @@ -40203,8 +39344,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -40215,13 +39355,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -40247,7 +39385,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -40395,8 +39532,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -40407,13 +39543,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 345, - "note": null, "abilities": null } ], @@ -40455,7 +39589,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 50 }, @@ -40709,8 +39842,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -40721,13 +39853,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -40757,7 +39887,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 50 }, @@ -40932,8 +40061,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -40944,19 +40072,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "swim ": 30 }, @@ -41092,8 +40217,7 @@ } ], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -41104,13 +40228,11 @@ }, "Will": { "default": 38 - }, - "abilities": null + } }, "hp": [ { "hp": 375, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by cold iron)" ] @@ -41125,7 +40247,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "fly ": 35 }, @@ -41385,8 +40506,7 @@ ], "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -41397,13 +40517,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], @@ -41453,7 +40571,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "swim ": 40 }, @@ -41496,7 +40613,6 @@ "range": "Melee", "name": "hoof", "attack": 20, - "traits": null, "effects": [ "mortasheen" ], @@ -41560,8 +40676,6 @@ "note": " The target can't recover\nfrom the {@condition fatigued} condition caused by\nmortasheen until the disease is cured. Mortasheen\ngains the {@trait virulent} trait against animals and plants", "DC": 28, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -41671,8 +40785,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -41683,13 +40796,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 34, - "note": null, "abilities": null } ], @@ -41720,7 +40831,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -41838,8 +40948,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -41850,13 +40959,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -41901,7 +41008,6 @@ } ], "speed": { - "abilities": null, "walk": 5, "fly ": 25 }, @@ -42090,8 +41196,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -42102,19 +41207,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -42123,7 +41225,6 @@ "range": "Melee", "name": "bite", "attack": 15, - "traits": null, "effects": [ "{@dice 2d8+8}", "ogre spider venom" @@ -42285,8 +41386,7 @@ ], "abilitiesTop": [], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -42297,13 +41397,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 450, - "note": null, "abilities": null } ], @@ -42333,7 +41431,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "burrow ": 35, "fly ": 40 @@ -42570,8 +41667,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -42582,13 +41678,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": [ "{@ability regeneration} 7 (deactivated by acid or fire)" ] @@ -42607,7 +41701,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 30 }, @@ -42796,8 +41889,7 @@ }, "abilitiesTop": [], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -42808,13 +41900,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": [ "fast healing 2 (while touching mud or slime)" ] @@ -42822,7 +41912,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 20 }, @@ -42831,7 +41920,6 @@ "range": "Melee", "name": "fist", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ @@ -42937,8 +42025,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -42949,19 +42036,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 60 }, "attacks": [ @@ -42969,7 +42053,6 @@ "range": "Melee", "name": "jaws", "attack": 13, - "traits": null, "effects": [ "Grab" ], @@ -43076,8 +42159,7 @@ "abilitiesTop": [], "ac": { "default": 19, - "with shield raised": 21, - "abilities": null + "with shield raised": 21 }, "savingThrows": { "Fort": { @@ -43088,13 +42170,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -43121,7 +42201,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -43275,8 +42354,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -43287,13 +42365,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 67, - "note": null, "abilities": [ "{@ability regeneration} 5 (deactivated by good or silver)" ] @@ -43331,7 +42407,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -43510,8 +42585,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -43522,13 +42596,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -43546,7 +42618,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "fly ": 30 }, @@ -43677,7 +42748,6 @@ "note": "", "DC": 25, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -43802,8 +42872,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -43814,19 +42883,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -43945,8 +43011,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -43957,13 +43022,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -43997,7 +43060,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "swim ": 30 }, @@ -44075,7 +43137,6 @@ "note": "", "DC": 29, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -44182,8 +43243,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -44194,19 +43254,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 50 }, @@ -44332,8 +43389,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -44344,19 +43400,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 22, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -44472,8 +43525,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -44484,13 +43536,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -44539,7 +43589,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 40 }, @@ -44665,7 +43714,6 @@ "note": "", "DC": 30, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -44764,8 +43812,7 @@ ], "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -44776,13 +43823,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by evil)" ] @@ -44808,7 +43853,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 60 }, @@ -45052,8 +44096,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -45064,19 +44107,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 73, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "swim ": 15 }, @@ -45085,7 +44125,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 2d8+7} piercing", "types": [ @@ -45207,8 +44246,7 @@ ], "abilitiesTop": [], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -45219,13 +44257,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 335, - "note": null, "abilities": null } ], @@ -45245,7 +44281,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 50 }, @@ -45495,8 +44530,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -45507,19 +44541,16 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 50 }, @@ -45628,7 +44659,6 @@ "note": " A quetz couatl's venom deals good\ndamage rather than poison damage to fiends", "DC": 29, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -45779,8 +44809,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -45791,13 +44820,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], @@ -45828,7 +44855,6 @@ } ], "speed": { - "abilities": null, "walk": 100 }, "attacks": [ @@ -45967,8 +44993,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -45979,13 +45004,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -46004,7 +45027,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "swim ": 40, "water glide ": 30 @@ -46163,8 +45185,7 @@ }, "abilitiesTop": [], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -46175,13 +45196,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -46228,7 +45247,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 30 }, @@ -46413,8 +45431,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -46425,19 +45442,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 7, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 40 }, @@ -46509,8 +45523,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -46521,13 +45534,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -46546,7 +45557,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 40 }, @@ -46662,8 +45672,7 @@ } ], "ac": { - "default": 47, - "abilities": null + "default": 47 }, "savingThrows": { "Fort": { @@ -46674,13 +45683,11 @@ }, "Will": { "default": 37 - }, - "abilities": null + } }, "hp": [ { "hp": 500, - "note": null, "abilities": [ "negative healing" ] @@ -46778,7 +45785,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 180 }, @@ -46978,8 +45984,7 @@ }, "abilitiesTop": [], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -46990,13 +45995,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 325, - "note": null, "abilities": [ "negative healing" ] @@ -47047,7 +46050,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 180 }, @@ -47175,8 +46177,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -47187,19 +46188,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "swim ": 30 }, @@ -47274,7 +46272,6 @@ "note": "", "DC": 17, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -47380,8 +46377,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -47392,13 +46388,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": [ "negative healing" ] @@ -47456,7 +46450,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -47572,8 +46565,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -47584,19 +46576,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -47604,7 +46593,6 @@ "range": "Melee", "name": "horn", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ @@ -47615,7 +46603,6 @@ "range": "Melee", "name": "foot", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 2d6+6} bludgeoning", "types": [ @@ -47725,8 +46712,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -47737,13 +46723,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -48010,8 +46994,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -48022,13 +47005,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": [ "{@ability regeneration} 10 (deactivated by good or silver)" ] @@ -48067,7 +47048,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -48238,8 +47218,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -48250,13 +47229,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 94, - "note": null, "abilities": null } ], @@ -48290,7 +47267,6 @@ "range": "Melee", "name": "fist", "attack": 17, - "traits": null, "effects": [ "blinding sand" ], @@ -48386,8 +47362,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -48398,13 +47373,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 165, - "note": null, "abilities": null } ], @@ -48437,7 +47410,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 50 }, @@ -48446,7 +47418,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d10+12} piercing", "types": [ @@ -48662,8 +47633,7 @@ } ], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -48674,13 +47644,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": [ "fast healing 15" ] @@ -48717,7 +47685,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 25 }, @@ -48976,8 +47943,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -48988,13 +47954,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -49056,7 +48020,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 25, "swim ": 30 @@ -49176,7 +48139,6 @@ "note": "", "DC": 26, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -49249,8 +48211,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -49261,13 +48222,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -49324,7 +48283,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -49455,8 +48413,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -49467,13 +48424,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": [ "negative healing" ] @@ -49520,7 +48475,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 60 }, @@ -49696,8 +48650,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -49708,13 +48661,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], @@ -49749,7 +48700,6 @@ } ], "speed": { - "abilities": null, "walk": 15 }, "attacks": [ @@ -49864,8 +48814,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -49876,13 +48825,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -49913,7 +48860,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "fly ": 40, "swim ": 50 @@ -49923,7 +48869,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [ "briny wound" ], @@ -50071,8 +49016,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -50083,13 +49027,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], @@ -50108,7 +49050,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "swim ": 25 }, @@ -50249,8 +49190,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -50261,13 +49201,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": null } ], @@ -50280,7 +49218,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 60 }, @@ -50409,8 +49346,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -50421,13 +49357,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -50454,7 +49388,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -50617,8 +49550,7 @@ }, "abilitiesTop": [], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -50629,13 +49561,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 295, - "note": null, "abilities": [ "{@ability regeneration} 10 (deactivated" ] @@ -50796,7 +49726,6 @@ "note": "", "DC": 36, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -50884,8 +49813,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -50896,19 +49824,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 32, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "climb ": 15, "swim ": 15 @@ -51062,8 +49987,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -51074,13 +49998,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], @@ -51099,7 +50021,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -51313,8 +50234,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -51325,19 +50245,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 30 }, @@ -51393,8 +50310,6 @@ "note": "", "DC": 22, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -51503,8 +50418,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -51515,13 +50429,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": [ "fast healing 5" ] @@ -51552,7 +50464,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "fly ": 25 }, @@ -51603,7 +50514,6 @@ "note": "", "DC": 27, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -51716,8 +50626,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -51728,19 +50637,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 21, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -51853,8 +50759,7 @@ } ], "ac": { - "default": 12, - "abilities": null + "default": 12 }, "savingThrows": { "Fort": { @@ -51865,19 +50770,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "climb ": 10 }, @@ -51886,7 +50788,6 @@ "range": "Melee", "name": "pseudopod", "attack": 8, - "traits": null, "effects": [ "slime rot" ], @@ -51909,7 +50810,6 @@ "DC": 18, "savingThrow": "Fortitude", "onset": "{@dice 1d4} days", - "maxDuration": null, "stages": [ { "stage": 1, @@ -52001,8 +50901,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -52013,19 +50912,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "swim ": 20 }, @@ -52129,8 +51025,7 @@ ], "abilitiesTop": [], "ac": { - "default": 49, - "abilities": null + "default": 49 }, "savingThrows": { "Fort": { @@ -52141,13 +51036,11 @@ }, "Will": { "default": 37 - }, - "abilities": null + } }, "hp": [ { "hp": 500, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by evil)" ] @@ -52173,7 +51066,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 100 }, @@ -52353,8 +51245,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -52365,13 +51256,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -52395,7 +51284,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 60 }, @@ -52514,8 +51402,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -52526,19 +51413,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "fly ": 50 }, @@ -52615,8 +51499,7 @@ }, "abilitiesTop": [], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -52627,13 +51510,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 12, - "note": null, "abilities": null } ], @@ -52646,7 +51527,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "swim ": 20 @@ -52681,7 +51561,6 @@ "note": "", "DC": 15, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -52774,8 +51653,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -52786,13 +51664,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": [ "negative healing" ] @@ -52846,7 +51722,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -52958,8 +51833,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -52970,19 +51844,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "swim ": 30 }, @@ -53129,8 +52000,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -53141,13 +52011,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -53181,7 +52049,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -53324,8 +52191,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -53336,19 +52202,16 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 15 }, @@ -53567,8 +52430,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -53579,13 +52441,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 85, - "note": null, "abilities": null } ], @@ -53644,7 +52504,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 35 }, @@ -53739,8 +52598,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -53751,13 +52609,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 48, - "note": null, "abilities": null } ], @@ -53781,7 +52637,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -53952,8 +52807,7 @@ ], "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -53964,13 +52818,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -53994,7 +52846,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -54194,8 +53045,7 @@ ], "abilitiesTop": [], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -54206,13 +53056,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": null } ], @@ -54268,7 +53116,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 75 }, @@ -54476,8 +53323,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -54488,13 +53334,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 19, - "note": null, "abilities": [ "fast healing 2 (in boiling" ] @@ -54502,7 +53346,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 25, "swim ": 25 @@ -54642,8 +53485,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -54654,19 +53496,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 30 }, "attacks": [ @@ -54699,7 +53538,6 @@ "note": "", "DC": 16, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -54787,8 +53625,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -54799,13 +53636,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -54822,7 +53657,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 50 }, "attacks": [ @@ -54941,8 +53775,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -54953,13 +53786,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -54993,7 +53824,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -55176,8 +54006,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -55188,13 +54017,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -55213,7 +54040,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -55350,8 +54176,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -55362,13 +54187,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -55411,7 +54234,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -55568,8 +54390,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -55580,13 +54401,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 17, - "note": null, "abilities": null } ], @@ -55611,7 +54430,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -55751,8 +54569,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -55763,13 +54580,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -55804,7 +54619,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -55948,8 +54762,7 @@ }, "abilitiesTop": [], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -55960,13 +54773,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 385, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by cold iron)" ] @@ -56223,8 +55034,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -56235,19 +55045,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -56364,8 +55171,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -56376,13 +55182,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -56423,7 +55227,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -56497,7 +55300,6 @@ "note": "", "DC": 21, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -56604,8 +55406,7 @@ ], "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -56616,13 +55417,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -56899,8 +55698,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -56911,19 +55709,16 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -57106,8 +55901,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -57118,13 +55912,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": [ "{@ability regeneration} 25 (deactivated by acid or cold)" ] @@ -57236,8 +56028,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -57248,13 +56039,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 305, - "note": null, "abilities": [ "fast healing 10" ] @@ -57486,7 +56275,6 @@ "note": "", "DC": 40, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -57592,8 +56380,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -57604,13 +56391,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -57654,7 +56439,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 80 }, @@ -57663,7 +56447,6 @@ "range": "Melee", "name": "beak", "attack": 24, - "traits": null, "effects": [], "damage": "{@damage 2d6+12} piercing plus {@damage 3d6} electricity", "types": [ @@ -57789,8 +56572,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -57801,13 +56583,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], @@ -57857,7 +56637,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -57929,8 +56708,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -57941,19 +56719,16 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 50, "climb ": 50 }, @@ -57977,7 +56752,6 @@ "range": "Melee", "name": "foot", "attack": 19, - "traits": null, "effects": [], "damage": "{@damage 2d8+10} bludgeoning", "types": [ @@ -58003,7 +56777,6 @@ "note": "", "DC": 28, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -58118,8 +56891,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -58130,13 +56902,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 128, - "note": null, "abilities": [ "negative healing" ] @@ -58144,7 +56914,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -58293,8 +57062,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -58305,19 +57073,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "swim ": 35 }, @@ -58326,7 +57091,6 @@ "range": "Melee", "name": "trident", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ @@ -58441,8 +57205,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -58453,13 +57216,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by acid or fire)" ] @@ -58467,7 +57228,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -58475,7 +57235,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [ "Knockdown", "bloodfire fever" @@ -58498,8 +57257,6 @@ "note": "", "DC": 18, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -58623,8 +57380,7 @@ ], "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -58635,13 +57391,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 285, - "note": null, "abilities": null } ], @@ -58670,7 +57424,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 60 }, @@ -58889,8 +57642,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -58901,19 +57653,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -59048,8 +57797,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -59060,13 +57808,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": [ "{@ability regeneration} 25 (deactivated by acid or fire)" ] @@ -59097,7 +57843,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -59235,8 +57980,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -59247,13 +57991,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 320, - "note": null, "abilities": null } ], @@ -59271,7 +58013,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 50, "burrow ": 25, "swim ": 40 @@ -59425,8 +58166,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -59437,19 +58177,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -59560,8 +58297,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -59572,13 +58308,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 77, - "note": null, "abilities": [ "negative healing" ] @@ -59612,7 +58346,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -59633,7 +58366,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d6+5} piercing plus", "types": [ @@ -59717,8 +58449,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -59729,13 +58460,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": [ "negative healing" ] @@ -59779,7 +58508,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -59801,7 +58529,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [ "Wicked Bite" ], @@ -59918,8 +58645,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -59930,19 +58656,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 25 }, "attacks": [ @@ -60067,8 +58790,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -60079,13 +58801,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -60103,7 +58823,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -60225,8 +58944,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -60237,13 +58955,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], @@ -60290,7 +59006,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -60496,8 +59211,7 @@ }, "abilitiesTop": [], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -60508,13 +59222,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 335, - "note": null, "abilities": null } ], @@ -60557,7 +59269,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 50 }, @@ -60785,8 +59496,7 @@ ], "abilitiesTop": [], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -60797,13 +59507,11 @@ }, "Will": { "default": 38 - }, - "abilities": null + } }, "hp": [ { "hp": 475, - "note": null, "abilities": null } ], @@ -60819,7 +59527,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "fly ": 40 }, @@ -61039,8 +59746,7 @@ } ], "ac": { - "default": 12, - "abilities": null + "default": 12 }, "savingThrows": { "Fort": { @@ -61051,13 +59757,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 157, - "note": null, "abilities": null } ], @@ -61101,7 +59805,6 @@ } ], "speed": { - "abilities": null, "walk": 15 }, "attacks": [ @@ -61109,7 +59812,6 @@ "range": "Melee", "name": "pseudopod", "attack": 15, - "traits": null, "effects": [ "Grab" ], @@ -61250,8 +59952,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -61262,19 +59963,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "climb ": 20 }, @@ -61345,8 +60043,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -61357,13 +60054,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -61381,7 +60076,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10 }, "attacks": [ @@ -61492,8 +60186,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -61504,13 +60197,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -61529,7 +60220,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -61656,8 +60346,7 @@ }, "abilitiesTop": [], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -61668,13 +60357,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 26, - "note": null, "abilities": [ "negative healing" ] @@ -61709,7 +60396,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -61717,7 +60403,6 @@ "range": "Melee", "name": "fist", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ @@ -61838,8 +60523,7 @@ }, "abilitiesTop": [], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -61850,13 +60534,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 375, - "note": null, "abilities": null } ], @@ -61891,7 +60573,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 50 }, @@ -62153,8 +60834,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -62165,13 +60845,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": [ "negative healing" ] @@ -62224,7 +60902,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 20 }, @@ -62233,7 +60910,6 @@ "range": "Melee", "name": "fangs", "attack": 27, - "traits": null, "effects": [ "Drink Blood" ], @@ -62472,8 +61148,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -62484,13 +61159,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": [ "negative healing" ] @@ -62543,7 +61216,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 20 }, @@ -62552,7 +61224,6 @@ "range": "Melee", "name": "fangs", "attack": 23, - "traits": null, "effects": [], "damage": "{@damage 2d12+13} piercing plus", "types": [ @@ -62625,8 +61296,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -62637,13 +61307,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 99, - "note": null, "abilities": [ "negative healing" ] @@ -62685,7 +61353,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 20 }, @@ -62694,7 +61361,6 @@ "range": "Melee", "name": "fangs", "attack": 17, - "traits": null, "effects": [ "Drink Blood" ], @@ -62822,8 +61488,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -62834,19 +61499,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "swim ": 50 }, @@ -62997,8 +61659,7 @@ ], "abilitiesTop": [], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -63009,13 +61670,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 295, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by acid and fire)" ] @@ -63330,8 +61989,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -63342,13 +62000,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -63371,7 +62027,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -63393,7 +62048,6 @@ "range": "Melee", "name": "tusk", "attack": 10, - "traits": null, "effects": [ "curse of the wereboar" ], @@ -63569,8 +62223,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -63581,13 +62234,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -63610,7 +62261,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -63618,7 +62268,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [ "curse of the weretiger", "Grab" @@ -63782,8 +62431,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -63794,13 +62442,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": [ "negative healing" ] @@ -63840,7 +62486,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -64055,8 +62700,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -64067,13 +62711,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -64113,7 +62755,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -64297,8 +62938,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -64309,19 +62949,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 34, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "burrow ": 10, "climb ": 10 @@ -64331,7 +62968,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d8+5} piercing", "types": [ @@ -64474,8 +63110,7 @@ ], "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -64486,13 +63121,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -64509,7 +63142,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -64700,8 +63332,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -64712,13 +63343,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -64739,9 +63368,10 @@ "abilitiesMid": [ { "entries": [ - "Antimagic harmed by fire ({@dice 4d8}, {@dice 2d6} from areas or {@condition persistent damage}); healed by plant (area {@dice 2d6} HP); {@condition slowed} by earth." + "harmed by fire ({@dice 4d8}, {@dice 2d6} from areas or {@condition persistent damage}); healed by plant (area {@dice 2d6} HP); {@condition slowed} by earth." ], - "name": "Golem" + "name": "Golem Antimagic", + "generic": true }, { "entries": [ @@ -64772,7 +63402,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -64875,8 +63504,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -64887,13 +63515,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -64916,7 +63542,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -64937,7 +63562,6 @@ "range": "Melee", "name": "foot", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 2d8+6} bludgeoning", "types": [ @@ -65055,13 +63679,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": [ "fast healing 10" ] @@ -65105,7 +63727,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -65374,8 +63995,7 @@ ], "ac": { "default": 24, - "with shield raised": 26, - "abilities": null + "with shield raised": 26 }, "savingThrows": { "Fort": { @@ -65386,13 +64006,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -65419,7 +64037,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -65441,7 +64058,6 @@ "range": "Melee", "name": "bite", "attack": 16, - "traits": null, "effects": [ "xill paralysis" ], @@ -65673,8 +64289,7 @@ }, "abilitiesTop": [], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -65685,13 +64300,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 375, - "note": null, "abilities": [ "fast healing 20", "lightning drinker" @@ -65740,7 +64353,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 50, "swim ": 30 @@ -65920,7 +64532,6 @@ "note": " While a creature is {@condition clumsy} from this poison, it is {@condition doomed} with the same value", "DC": 42, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -66010,8 +64621,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -66022,13 +64632,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -66056,7 +64664,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -66148,8 +64755,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -66160,13 +64766,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 34, - "note": null, "abilities": null } ], @@ -66178,7 +64782,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5 }, "attacks": [ @@ -66302,8 +64905,7 @@ } ], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -66314,13 +64916,11 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 12, - "note": null, "abilities": null } ], @@ -66348,7 +64948,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -66356,7 +64955,6 @@ "range": "Melee", "name": "fist", "attack": 7, - "traits": null, "effects": [ "Grab", "pollen touch" @@ -66457,8 +65055,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -66469,13 +65066,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], @@ -66491,7 +65086,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [ "Knockdown", "sinister bite" @@ -66631,8 +65225,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -66643,13 +65236,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 142, - "note": null, "abilities": null } ], @@ -66690,7 +65281,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 100, "swim ": 50 @@ -66906,8 +65496,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -66918,13 +65507,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -67178,8 +65765,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -67190,13 +65776,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], @@ -67241,7 +65825,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 30, "fly ": 100 @@ -67490,8 +66073,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -67502,13 +66084,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -67767,8 +66347,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -67779,13 +66358,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -67826,7 +66403,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 140 }, @@ -68027,8 +66603,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -68039,13 +66614,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -68069,7 +66642,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 50 }, @@ -68157,7 +66729,6 @@ "DC": 18, "savingThrow": "Fortitude", "onset": "{@dice 1d4} days", - "maxDuration": null, "stages": [ { "stage": 1, @@ -68287,8 +66858,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -68299,13 +66869,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], @@ -68334,7 +66902,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 40 }, @@ -68501,8 +67068,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -68513,13 +67079,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 310, - "note": null, "abilities": null } ], @@ -68789,8 +67353,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -68802,19 +67365,16 @@ "Will": { "default": 8, "status vs. mental": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-bst3.json b/data/bestiary/creatures-bst3.json index 9cc008e95e..552286ab71 100644 --- a/data/bestiary/creatures-bst3.json +++ b/data/bestiary/creatures-bst3.json @@ -74,8 +74,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -86,13 +85,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -157,7 +154,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -278,8 +274,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -290,13 +285,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -319,7 +312,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -340,7 +332,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [ "mutilating bite" ], @@ -490,8 +481,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -502,13 +492,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 225, - "note": null, "abilities": null } ], @@ -539,7 +527,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 40 }, @@ -724,13 +711,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], @@ -780,7 +765,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -903,8 +887,7 @@ ], "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -915,13 +898,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], @@ -964,7 +945,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -986,7 +966,6 @@ "range": "Melee", "name": "jaws", "attack": 19, - "traits": null, "effects": [], "damage": "{@damage 2d8+9} slashing plus {@damage 1d6} cold", "types": [ @@ -1125,8 +1104,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -1137,13 +1115,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 290, - "note": null, "abilities": null } ], @@ -1485,13 +1461,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 225, - "note": null, "abilities": null } ], @@ -1800,8 +1774,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -1812,13 +1785,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -1847,7 +1818,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 140 }, @@ -2087,8 +2057,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -2099,13 +2068,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -2150,7 +2117,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 150 }, @@ -2430,8 +2396,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -2442,13 +2407,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -2489,7 +2452,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 40, "fly ": 80 @@ -2712,8 +2674,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -2724,13 +2685,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -2759,7 +2718,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2945,8 +2903,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -2957,13 +2914,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 10, - "note": null, "abilities": null } ], @@ -3005,7 +2960,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -3098,8 +3052,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -3110,13 +3063,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": [ "{@ability regeneration} 10 (deactivated by piercing" ] @@ -3171,7 +3122,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3179,7 +3129,6 @@ "range": "Melee", "name": "limb", "attack": 24, - "traits": null, "effects": [], "damage": "{@damage 3d10+11} bludgeoning", "types": [ @@ -3332,19 +3281,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25, "swim ": 25 @@ -3354,7 +3300,6 @@ "range": "Melee", "name": "fangs", "attack": 13, - "traits": null, "effects": [ "amphisbaena venom" ], @@ -3392,7 +3337,6 @@ "note": "", "DC": 18, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -3518,8 +3462,7 @@ }, "abilitiesTop": [], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -3530,13 +3473,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 410, - "note": null, "abilities": null } ], @@ -3895,13 +3836,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": null } ], @@ -4238,8 +4177,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -4250,13 +4188,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 335, - "note": null, "abilities": null } ], @@ -4285,7 +4221,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 160 }, @@ -4550,8 +4485,7 @@ }, "abilitiesTop": [], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -4562,13 +4496,11 @@ }, "Will": { "default": 36 - }, - "abilities": null + } }, "hp": [ { "hp": 410, - "note": null, "abilities": null } ], @@ -4629,7 +4561,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 180 }, @@ -4910,8 +4841,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -4922,13 +4852,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 295, - "note": null, "abilities": null } ], @@ -4969,7 +4897,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 60, "fly ": 80 @@ -5205,8 +5132,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -5217,13 +5143,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": null } ], @@ -5248,7 +5172,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5373,8 +5296,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -5385,13 +5307,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], @@ -5411,7 +5331,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -5433,7 +5352,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d12+9} piercing", "types": [ @@ -5605,8 +5523,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -5617,13 +5534,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -5638,7 +5553,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -5791,8 +5705,7 @@ "abilitiesTop": [], "ac": { "default": 39, - "when broken": 35, - "abilities": null + "when broken": 35 }, "savingThrows": { "Fort": { @@ -5803,13 +5716,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 245, - "note": null, "abilities": null } ], @@ -5848,7 +5759,6 @@ } ], "speed": { - "abilities": null, "walk": 50 }, "attacks": [ @@ -5970,8 +5880,7 @@ "abilitiesTop": [], "ac": { "default": 30, - "when broken": 26, - "abilities": null + "when broken": 26 }, "savingThrows": { "Fort": { @@ -5982,13 +5891,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -6021,7 +5928,6 @@ } ], "speed": { - "abilities": null, "walk": 15 }, "attacks": [ @@ -6128,8 +6034,7 @@ "abilitiesTop": [], "ac": { "default": 16, - "when broken": 12, - "abilities": null + "when broken": 12 }, "savingThrows": { "Fort": { @@ -6140,13 +6045,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 14, - "note": null, "abilities": null } ], @@ -6191,7 +6094,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [], @@ -6271,8 +6173,7 @@ "abilitiesTop": [], "ac": { "default": 36, - "when broken": 32, - "abilities": null + "when broken": 32 }, "savingThrows": { "Fort": { @@ -6283,13 +6184,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -6322,7 +6221,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -6468,8 +6366,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -6480,13 +6377,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -6507,7 +6402,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -6654,8 +6548,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -6666,13 +6559,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -6710,7 +6601,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6871,8 +6761,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -6883,13 +6772,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], @@ -6911,7 +6798,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6945,7 +6831,6 @@ "range": "Ranged", "name": "thorns", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 2d8+5} piercing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}", "types": [ @@ -7071,8 +6956,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -7083,13 +6967,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 245, - "note": null, "abilities": null } ], @@ -7126,7 +7008,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -7293,8 +7174,7 @@ "abilitiesTop": [], "ac": { "default": 18, - "with hydraulic deflection": 19, - "abilities": null + "with hydraulic deflection": 19 }, "savingThrows": { "Fort": { @@ -7305,13 +7185,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -7337,7 +7215,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 30 }, @@ -7346,7 +7223,6 @@ "range": "Melee", "name": "trident", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ @@ -7477,8 +7353,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -7489,13 +7364,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -7519,7 +7392,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -7686,8 +7558,7 @@ ], "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -7698,19 +7569,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 10 }, @@ -7719,7 +7587,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "traits": null, "effects": [ "philanthropic bile" ], @@ -7846,8 +7713,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -7858,13 +7724,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -7911,7 +7775,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 40 }, @@ -8092,8 +7955,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -8104,13 +7966,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -8183,7 +8043,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -8272,8 +8131,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -8284,13 +8142,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -8303,7 +8159,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -8311,7 +8166,6 @@ "range": "Melee", "name": "hoof", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 2d6+6} bludgeoning", "types": [ @@ -8322,7 +8176,6 @@ "range": "Melee", "name": "horn", "attack": 12, - "traits": null, "effects": [ "Knockdown" ], @@ -8457,8 +8310,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -8469,13 +8321,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -8493,7 +8343,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -8516,7 +8365,6 @@ "range": "Melee", "name": "jaws", "attack": 18, - "traits": null, "effects": [], "damage": "{@damage 2d12+7} piercing", "types": [ @@ -8673,8 +8521,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -8685,13 +8532,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -8704,7 +8549,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 15 }, @@ -8862,13 +8706,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 415, - "note": null, "abilities": null } ], @@ -8923,7 +8765,6 @@ } ], "speed": { - "abilities": null, "swim ": 40 }, "attacks": [ @@ -9079,8 +8920,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -9091,13 +8931,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -9126,7 +8964,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "burrow ": 30 }, @@ -9238,8 +9075,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -9250,13 +9086,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -9291,7 +9125,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 30 }, @@ -9457,8 +9290,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -9469,13 +9301,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -9504,7 +9334,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -9695,8 +9524,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -9707,19 +9535,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 48, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9849,8 +9674,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -9861,13 +9685,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -9886,7 +9708,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9894,7 +9715,6 @@ "range": "Melee", "name": "spine", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ @@ -10035,8 +9855,7 @@ ], "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -10047,13 +9866,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -10083,7 +9900,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -10248,8 +10064,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -10260,13 +10075,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -10307,7 +10120,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -10447,8 +10259,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -10459,13 +10270,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -10488,7 +10297,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -10650,8 +10458,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -10662,19 +10469,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -10682,7 +10486,6 @@ "range": "Melee", "name": "jaws", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ @@ -10693,7 +10496,6 @@ "range": "Ranged", "name": "spit", "attack": 6, - "traits": null, "effects": [ "camel spit" ], @@ -10830,8 +10632,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -10842,13 +10643,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], @@ -10860,7 +10659,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -11052,8 +10850,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -11064,13 +10861,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -11090,7 +10885,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -11243,8 +11037,7 @@ ], "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -11255,19 +11048,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 53, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "swim ": 35 }, @@ -11405,8 +11195,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -11417,13 +11206,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -11475,7 +11262,6 @@ } ], "speed": { - "abilities": null, "fly ": 20 }, "attacks": [ @@ -11618,8 +11404,7 @@ "abilitiesTop": [], "ac": { "default": 30, - "without alien vestment": 27, - "abilities": null + "without alien vestment": 27 }, "savingThrows": { "Fort": { @@ -11630,13 +11415,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -11686,7 +11469,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "burrow ": 20, "climb ": 20 @@ -11696,7 +11478,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "traits": null, "effects": [ "{@ability Grab}" ], @@ -11898,8 +11679,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -11910,13 +11690,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -12044,8 +11822,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -12056,13 +11833,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -12141,7 +11916,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -12233,8 +12007,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -12245,13 +12018,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 265, - "note": null, "abilities": null } ], @@ -12305,7 +12076,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 120 }, @@ -12463,8 +12233,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -12475,13 +12244,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -12526,7 +12293,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -12711,8 +12477,7 @@ ], "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -12723,13 +12488,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -12778,7 +12541,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -12894,8 +12656,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -12906,13 +12667,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], @@ -12950,7 +12709,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -13041,8 +12799,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -13053,13 +12810,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -13079,7 +12834,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "burrow ": 10 }, @@ -13172,8 +12926,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -13184,13 +12937,11 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], @@ -13209,7 +12960,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "swim ": 30 }, @@ -13218,7 +12968,6 @@ "range": "Melee", "name": "pincer", "attack": 6, - "traits": null, "effects": [ "{@ability Grab}" ], @@ -13231,7 +12980,6 @@ "range": "Melee", "name": "stinger", "attack": 6, - "traits": null, "effects": [ "eurypterid venom" ], @@ -13253,7 +13001,6 @@ "note": "", "DC": 14, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -13351,8 +13098,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -13363,13 +13109,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -13420,7 +13164,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "fly ": 40 }, @@ -13530,8 +13273,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -13542,19 +13284,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 15, "fly ": 15, @@ -13660,8 +13399,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -13672,13 +13410,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -13732,7 +13468,6 @@ } ], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -13899,8 +13634,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -13911,13 +13645,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": [ "primal purpose" ] @@ -13932,7 +13664,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -14059,8 +13790,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -14071,13 +13801,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 14, - "note": null, "abilities": null } ], @@ -14093,7 +13821,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -14292,8 +14019,7 @@ ], "abilitiesTop": [], "ac": { - "default": 49, - "abilities": null + "default": 49 }, "savingThrows": { "Fort": { @@ -14304,13 +14030,11 @@ }, "Will": { "default": 37 - }, - "abilities": null + } }, "hp": [ { "hp": 470, - "note": null, "abilities": null } ], @@ -14596,8 +14320,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -14608,13 +14331,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 285, - "note": null, "abilities": null } ], @@ -14655,7 +14376,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 40 }, @@ -14856,8 +14576,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -14868,13 +14587,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 185, - "note": null, "abilities": null } ], @@ -14894,7 +14611,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -15023,8 +14739,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -15035,13 +14750,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -15081,7 +14794,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -15219,8 +14931,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -15231,13 +14942,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -15256,7 +14965,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -15264,7 +14972,6 @@ "range": "Melee", "name": "broom", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ @@ -15404,8 +15111,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -15416,13 +15122,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -15446,7 +15150,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "fly ": 30 }, @@ -15527,7 +15230,6 @@ ], "DC": 16, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -15646,8 +15348,7 @@ }, "abilitiesTop": [], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -15658,13 +15359,11 @@ }, "Will": { "default": 38 - }, - "abilities": null + } }, "hp": [ { "hp": 370, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by evil" ] @@ -15697,7 +15396,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 90 }, @@ -15897,8 +15595,7 @@ }, "abilitiesTop": [], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -15909,13 +15606,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 290, - "note": null, "abilities": null } ], @@ -15945,7 +15640,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -16166,8 +15860,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -16178,19 +15871,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 40 }, @@ -16369,8 +16059,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -16381,19 +16070,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -16562,8 +16248,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -16574,19 +16259,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -16767,8 +16449,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -16779,13 +16460,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 44, - "note": null, "abilities": null } ], @@ -16804,7 +16483,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -16812,7 +16490,6 @@ "range": "Melee", "name": "pitchfork", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ @@ -16943,8 +16620,7 @@ }, "abilitiesTop": [], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -16955,13 +16631,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -17004,7 +16678,6 @@ } ], "speed": { - "abilities": null, "fly ": 50 }, "attacks": [ @@ -17188,8 +16861,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -17200,13 +16872,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], @@ -17254,7 +16924,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "burrow ": 20 }, @@ -17344,8 +17013,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -17357,13 +17025,11 @@ "Will": { "default": 17, "vs. fear": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -17402,7 +17068,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -17595,8 +17260,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -17607,19 +17271,16 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "fly ": 60 }, @@ -17854,8 +17515,7 @@ }, "abilitiesTop": [], "ac": { - "default": 49, - "abilities": null + "default": 49 }, "savingThrows": { "Fort": { @@ -17866,13 +17526,11 @@ }, "Will": { "default": 42 - }, - "abilities": null + } }, "hp": [ { "hp": 450, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -17928,7 +17586,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 100 }, @@ -18186,8 +17843,7 @@ ], "abilitiesTop": [], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -18198,13 +17854,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": null } ], @@ -18446,8 +18100,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -18458,13 +18111,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -18489,7 +18140,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "burrow ": 40 }, @@ -18613,8 +18263,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -18625,13 +18274,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -18643,7 +18290,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -18831,8 +18477,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -18843,13 +18488,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -18901,7 +18544,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -19123,8 +18765,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -19135,13 +18776,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 78, - "note": null, "abilities": null } ], @@ -19185,7 +18824,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -19349,8 +18987,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -19361,13 +18998,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], @@ -19387,7 +19022,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -19511,8 +19145,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -19523,13 +19156,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], @@ -19569,7 +19200,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -19728,8 +19358,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -19740,13 +19369,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -19810,7 +19437,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [], @@ -19914,8 +19540,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -19926,13 +19551,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -19962,7 +19585,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -19970,7 +19592,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ @@ -20089,8 +19710,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -20101,13 +19721,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], @@ -20160,7 +19778,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 15 }, @@ -20246,8 +19863,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -20258,13 +19874,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": [ "negative healing" ] @@ -20298,7 +19912,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "fly ": 30 }, @@ -20406,8 +20019,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -20418,13 +20030,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 17, - "note": null, "abilities": null } ], @@ -20437,7 +20047,6 @@ } ], "speed": { - "abilities": null, "walk": 5, "fly ": 25 }, @@ -20543,8 +20152,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -20555,13 +20163,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": [ "{@ability negative healing}", "rejuvenation" @@ -20629,7 +20235,6 @@ } ], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -20749,8 +20354,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -20761,13 +20365,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -20806,7 +20408,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -20929,8 +20530,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -20941,13 +20541,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], @@ -20970,7 +20568,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 30 }, @@ -21158,13 +20755,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 158, - "note": null, "abilities": null } ], @@ -21212,7 +20807,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 30 }, @@ -21351,8 +20945,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -21363,13 +20956,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 36, - "note": null, "abilities": null } ], @@ -21382,7 +20973,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -21536,8 +21126,7 @@ ], "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -21548,19 +21137,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 60 }, @@ -21771,8 +21357,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -21783,13 +21368,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 14, - "note": null, "abilities": null } ], @@ -21809,7 +21392,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 30 }, @@ -21928,8 +21510,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -21940,13 +21521,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -22001,7 +21580,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -22009,7 +21587,6 @@ "range": "Melee", "name": "spear", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ @@ -22195,8 +21772,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -22207,19 +21783,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -22228,7 +21801,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ @@ -22321,8 +21893,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -22333,13 +21904,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 114, - "note": null, "abilities": null } ], @@ -22364,7 +21933,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 10, "swim ": 15 @@ -22374,7 +21942,6 @@ "range": "Melee", "name": "big claw", "attack": 15, - "traits": null, "effects": [ "{@ability Grab}" ], @@ -22477,8 +22044,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -22489,13 +22055,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -22532,7 +22096,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -22646,8 +22209,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -22658,19 +22220,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 63, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "burrow ": 20, "climb ": 20 @@ -22693,7 +22252,6 @@ "range": "Melee", "name": "tongue", "attack": 13, - "traits": null, "effects": [ "{@ability Grab}" ], @@ -22802,8 +22360,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -22814,13 +22371,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 32, - "note": null, "abilities": null } ], @@ -22834,7 +22389,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -22842,7 +22396,6 @@ "range": "Melee", "name": "quills", "attack": 11, - "traits": null, "effects": [ "embed quill" ], @@ -22855,7 +22408,6 @@ "range": "Melee", "name": "tail", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ @@ -22941,8 +22493,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -22953,19 +22504,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 58, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 30 }, "attacks": [ @@ -22973,7 +22521,6 @@ "range": "Melee", "name": "snout", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d12+4} bludgeoning", "types": [ @@ -23065,8 +22612,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -23077,19 +22623,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 21, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -23097,7 +22640,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ @@ -23196,8 +22738,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -23208,19 +22749,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 35 }, @@ -23229,7 +22767,6 @@ "range": "Melee", "name": "beak", "attack": 10, - "traits": null, "effects": [ "carrion fever" ], @@ -23265,7 +22802,6 @@ "DC": 18, "savingThrow": "Fortitude", "onset": "1 day", - "maxDuration": null, "stages": [ { "stage": 1, @@ -23369,8 +22905,7 @@ ], "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -23381,13 +22916,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": null } ], @@ -23410,7 +22943,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -23588,7 +23120,6 @@ "note": "", "DC": 30, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -23687,8 +23218,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -23699,19 +23229,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -23789,7 +23316,6 @@ "note": "", "DC": 24, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -23891,8 +23417,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -23903,13 +23428,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], @@ -23959,7 +23482,6 @@ } ], "speed": { - "abilities": null, "fly ": 60 }, "attacks": [ @@ -24120,8 +23642,7 @@ }, "abilitiesTop": [], "ac": { - "default": 12, - "abilities": null + "default": 12 }, "savingThrows": { "Fort": { @@ -24132,13 +23653,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -24171,7 +23690,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "swim ": 30 }, @@ -24180,7 +23698,6 @@ "range": "Melee", "name": "tendril", "attack": 15, - "traits": null, "effects": [ "{@ability Grab}", "nauseating slap" @@ -24318,8 +23835,7 @@ } ], "ac": { - "default": 51, - "abilities": null + "default": 51 }, "savingThrows": { "Fort": { @@ -24330,13 +23846,11 @@ }, "Will": { "default": 42 - }, - "abilities": null + } }, "hp": [ { "hp": 525, - "note": null, "abilities": null } ], @@ -24402,7 +23916,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 40 }, @@ -24651,8 +24164,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -24663,13 +24175,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], @@ -24688,7 +24198,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "climb ": 20, "fly ": 20 @@ -24850,8 +24359,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -24862,13 +24370,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -24901,7 +24407,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 30 }, @@ -25196,8 +24701,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -25208,13 +24712,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -25247,7 +24749,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 30 }, @@ -25334,7 +24835,6 @@ "note": "", "DC": 17, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -25448,8 +24948,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -25460,13 +24959,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -25670,8 +25167,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -25682,13 +25178,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -25709,7 +25203,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -25855,8 +25348,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -25867,13 +25359,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 118, - "note": null, "abilities": null } ], @@ -25914,7 +25404,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -26046,8 +25535,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -26058,19 +25546,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 20, "swim ": 20 @@ -26201,8 +25686,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -26213,13 +25697,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], @@ -26250,7 +25732,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "fly ": 60 }, @@ -26416,8 +25897,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -26428,13 +25908,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -26476,7 +25954,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 40 }, @@ -26498,7 +25975,6 @@ "range": "Melee", "name": "club", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 1d6+7} bludgeoning", "types": [ @@ -26621,8 +26097,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -26633,13 +26108,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": [ "{@ability regeneration} 50 (deactivated by good", "mental", @@ -26877,13 +26350,11 @@ }, "Will": { "default": 37 - }, - "abilities": null + } }, "hp": [ { "hp": 500, - "note": null, "abilities": null } ], @@ -27159,8 +26630,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -27171,13 +26641,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -27208,7 +26676,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -27332,8 +26799,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -27344,13 +26810,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -27515,8 +26979,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -27527,13 +26990,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -27600,7 +27061,6 @@ "note": "", "DC": 26, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -27731,8 +27191,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -27743,13 +27202,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -27780,7 +27237,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -27886,8 +27342,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -27898,13 +27353,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 42, - "note": null, "abilities": null } ], @@ -27928,7 +27381,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "swim ": 15 }, @@ -28024,8 +27476,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -28036,13 +27487,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -28061,7 +27510,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 60 }, @@ -28260,8 +27708,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -28272,13 +27719,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 306, - "note": null, "abilities": null } ], @@ -28306,7 +27751,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 90 }, @@ -28657,8 +28101,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -28669,13 +28112,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -28704,7 +28145,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 60 }, @@ -28713,7 +28153,6 @@ "range": "Melee", "name": "beak", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 2d10+4} slashing", "types": [ @@ -28838,8 +28277,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -28850,13 +28288,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -28887,7 +28323,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "fly ": 40 }, @@ -29036,8 +28471,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -29048,13 +28482,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": [ "{@ability regeneration} 5 (deactivated by acid or fire)" ] @@ -29062,7 +28494,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -29070,7 +28501,6 @@ "range": "Melee", "name": "fist", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d6+7} bludgeoning", "types": [ @@ -29204,13 +28634,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -29222,7 +28650,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -29439,8 +28866,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -29451,19 +28877,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 21, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "climb ": 5, "swim ": 40 @@ -29473,7 +28896,6 @@ "range": "Melee", "name": "tentacle", "attack": 8, - "traits": null, "effects": [ "{@ability Grab}" ], @@ -29597,8 +29019,7 @@ } ], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -29609,13 +29030,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 14, - "note": null, "abilities": null } ], @@ -29637,7 +29056,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -29763,8 +29181,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -29775,13 +29192,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -29809,7 +29224,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -29928,8 +29342,7 @@ ], "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -29940,13 +29353,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -29998,7 +29409,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -30199,8 +29609,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -30211,13 +29620,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -30243,7 +29650,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "swim ": 30 }, @@ -30252,7 +29658,6 @@ "range": "Melee", "name": "jaws", "attack": 27, - "traits": null, "effects": [ "jorogumo venom" ], @@ -30337,8 +29742,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -30349,13 +29753,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], @@ -30374,7 +29776,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -30382,7 +29783,6 @@ "range": "Melee", "name": "claw", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d4+3} slashing", "types": [ @@ -30393,7 +29793,6 @@ "range": "Melee", "name": "foot", "attack": 7, - "traits": null, "effects": [ "Push" ], @@ -30470,8 +29869,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -30482,13 +29880,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -30502,7 +29898,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "swim ": 40 }, @@ -30599,8 +29994,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -30611,13 +30005,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], @@ -30652,7 +30044,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -30743,8 +30134,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -30755,13 +30145,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], @@ -30802,7 +30190,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "burrow ": 15, "climb ": 15 @@ -30973,13 +30360,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 425, - "note": null, "abilities": null } ], @@ -31017,7 +30402,6 @@ } ], "speed": { - "abilities": null, "walk": 45, "climb ": 25 }, @@ -31281,8 +30665,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -31293,13 +30676,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -31340,7 +30721,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -31524,8 +30904,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -31536,13 +30915,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 138, - "note": null, "abilities": null } ], @@ -31554,7 +30931,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -31562,7 +30938,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [ "{@ability Grab}" ], @@ -31714,8 +31089,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -31726,19 +31100,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -31971,13 +31342,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -32017,7 +31386,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -32166,8 +31534,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -32178,13 +31545,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -32367,8 +31732,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -32379,13 +31743,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], @@ -32414,7 +31776,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 130, "swim ": 30 @@ -32583,8 +31944,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -32595,13 +31955,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -32636,7 +31994,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -32814,8 +32171,7 @@ } ], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -32826,13 +32182,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 380, - "note": null, "abilities": null } ], @@ -33116,8 +32470,7 @@ ], "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -33128,13 +32481,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 252, - "note": null, "abilities": null } ], @@ -33159,7 +32510,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -33285,8 +32635,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -33297,19 +32646,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -33343,8 +32689,6 @@ "note": " The target can't recover from the {@condition fatigued} condition caused by black apoxia until the disease is cured", "DC": 24, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -33515,8 +32859,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -33527,13 +32870,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -33559,7 +32900,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 40 }, @@ -33743,8 +33083,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -33755,13 +33094,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 85, - "note": null, "abilities": null } ], @@ -33780,7 +33117,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -33994,8 +33330,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -34006,13 +33341,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 234, - "note": null, "abilities": null } ], @@ -34040,7 +33373,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -34421,8 +33753,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -34433,13 +33764,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -34475,7 +33804,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 30 }, @@ -34484,7 +33812,6 @@ "range": "Melee", "name": "wave", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} bludgeoning plus Push 5 feet", "types": [ @@ -34510,7 +33837,6 @@ "range": "Melee", "name": "ice shell", "attack": 10, - "traits": null, "effects": [], "damage": "{@dice 1d6+4} physical plus {@damage 1d4} cold", "types": [ @@ -34636,8 +33962,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -34648,13 +33973,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -34670,7 +33993,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "burrow ": 25, "climb ": 25 @@ -34738,8 +34060,6 @@ "note": "", "DC": 28, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -34872,8 +34192,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -34884,13 +34203,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], @@ -34934,7 +34251,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -35088,8 +34404,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -35100,13 +34415,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 165, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -35149,7 +34462,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -35157,7 +34469,6 @@ "range": "Melee", "name": "tusk", "attack": 20, - "traits": null, "effects": [ "leech essence" ], @@ -35301,8 +34612,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -35313,13 +34623,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 38, - "note": null, "abilities": null } ], @@ -35487,8 +34795,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -35499,13 +34806,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": [ "{@ability regeneration} 50 (deactivated by evil", "mental", @@ -35615,7 +34920,6 @@ { "name": "Bard Composition", "type": "Focus", - "tradition": null, "fp": 3, "DC": 37, "entry": { @@ -35732,8 +35036,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -35744,13 +35047,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -35796,7 +35097,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -35994,8 +35294,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -36006,13 +35305,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 92, - "note": null, "abilities": null } ], @@ -36035,7 +35332,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 40 }, @@ -36225,13 +35521,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 320, - "note": null, "abilities": null } ], @@ -36250,7 +35544,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "fly ": 30 }, @@ -36654,8 +35947,7 @@ ], "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -36666,13 +35958,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -36691,7 +35981,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 20 }, @@ -36827,8 +36116,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -36839,19 +36127,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 42, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -36953,8 +36238,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -36965,13 +36249,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 85, - "note": null, "abilities": null } ], @@ -36988,7 +36270,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 10 }, @@ -37110,8 +36391,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -37122,19 +36402,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 17, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 40 }, @@ -37290,8 +36567,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -37302,13 +36578,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 260, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by acid)" ] @@ -37350,7 +36624,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -37503,8 +36776,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -37515,13 +36787,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -37546,7 +36816,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -37680,8 +36949,7 @@ ], "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -37692,13 +36960,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -37732,7 +36998,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -37890,8 +37155,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -37902,13 +37166,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": [ "{@ability regeneration} 40 (deactivated by positive", "mental", @@ -38109,8 +37371,7 @@ }, "abilitiesTop": [], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -38121,13 +37382,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -38184,7 +37443,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "climb ": 40 }, @@ -38334,8 +37592,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -38346,19 +37603,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 50 }, @@ -38496,7 +37750,6 @@ "note": " A mix couatl's venom deals good damage rather than poison damage to fiends", "DC": 26, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -38605,8 +37858,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -38617,13 +37869,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": [ "{@ability regeneration} 30 (deactivated by acid", "cold", @@ -38853,8 +38103,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -38865,19 +38114,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 172, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "swim ": 30 }, @@ -39007,8 +38253,7 @@ }, "abilitiesTop": [], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -39019,19 +38264,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 20 }, @@ -39110,8 +38352,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -39122,13 +38363,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -39173,7 +38412,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 20 }, @@ -39275,8 +38513,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -39287,13 +38524,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], @@ -39322,7 +38557,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -39460,8 +38694,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -39472,13 +38705,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -39491,7 +38722,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -39499,7 +38729,6 @@ "range": "Melee", "name": "antler", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 1d10+7} piercing", "types": [ @@ -39510,7 +38739,6 @@ "range": "Melee", "name": "hoof", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 1d8+7} bludgeoning", "types": [ @@ -39624,8 +38852,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -39636,13 +38863,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -39664,7 +38889,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 50 }, @@ -39867,8 +39091,7 @@ ], "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -39879,13 +39102,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 165, - "note": null, "abilities": null } ], @@ -39923,7 +39144,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 40 }, @@ -40125,8 +39345,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -40137,19 +39356,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -40249,8 +39465,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -40261,13 +39476,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -40286,7 +39499,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -40294,7 +39506,6 @@ "range": "Melee", "name": "fist", "attack": 14, - "traits": null, "effects": [ "purple pox" ], @@ -40331,7 +39542,6 @@ "DC": 20, "savingThrow": "Fortitude", "onset": "1 minute", - "maxDuration": null, "stages": [ { "stage": 1, @@ -40451,8 +39661,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -40463,13 +39672,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": null } ], @@ -40495,7 +39702,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -40615,8 +39821,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -40627,13 +39832,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 85, - "note": null, "abilities": null } ], @@ -40682,7 +39885,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -40690,7 +39892,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ @@ -40807,8 +40008,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -40819,19 +40019,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 60 }, "attacks": [ @@ -40852,7 +40049,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 1d8+5} piercing", "types": [ @@ -40956,8 +40152,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -40968,13 +40163,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": [ "{@ability negative healing}", "rejuvenation" @@ -41024,7 +40217,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -41221,13 +40413,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -41261,7 +40451,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 30 }, @@ -41397,8 +40586,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -41409,13 +40597,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": null } ], @@ -41616,8 +40802,7 @@ }, "abilitiesTop": [], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -41628,13 +40813,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": null } ], @@ -41680,7 +40863,6 @@ } ], "speed": { - "abilities": null, "walk": 50 }, "attacks": [ @@ -41924,8 +41106,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -41936,13 +41117,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": [ "fast healing 10 (page 305)", "{@ability negative healing}", @@ -41968,7 +41147,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 25 }, @@ -42171,8 +41349,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -42183,13 +41360,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 216, - "note": null, "abilities": [ "fast healing 15 (page 305)", "{@ability negative healing}", @@ -42231,7 +41406,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 25 }, @@ -42315,8 +41489,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -42327,13 +41500,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": [ "fast healing 5" ] @@ -42370,7 +41541,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -42501,8 +41671,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -42513,13 +41682,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -42538,7 +41705,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -42616,7 +41782,6 @@ "DC": 21, "savingThrow": "Fortitude", "onset": "1 minute", - "maxDuration": null, "stages": [ { "stage": 1, @@ -42734,8 +41899,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -42746,19 +41910,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 10, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 40 }, @@ -42886,8 +42047,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -42898,13 +42058,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -42941,7 +42099,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -43062,8 +42219,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -43074,13 +42230,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 395, - "note": null, "abilities": null } ], @@ -43123,7 +42277,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 20, "swim ": 80 @@ -43133,7 +42286,6 @@ "range": "Melee", "name": "sludge tendril", "attack": 25, - "traits": null, "effects": [ "{@ability Grab}" ], @@ -43302,8 +42454,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -43314,13 +42465,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -43370,7 +42519,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -43461,8 +42609,7 @@ }, "abilitiesTop": [], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -43473,13 +42620,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 500, - "note": null, "abilities": [ "{@ability regeneration} 50 (deactivated by" ] @@ -43555,7 +42700,6 @@ } ], "speed": { - "abilities": null, "walk": 100, "fly ": 100 }, @@ -43689,7 +42833,6 @@ "note": " The regenerative and transmutative properties of ouroboros blood regenerate and mutate a creature's body into ouroboros-like snakes. A creature already affected by regenerative blood is immune to additional exposure.", "DC": 42, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "24 hours", "stages": [ { @@ -43803,8 +42946,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -43815,13 +42957,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 59, - "note": null, "abilities": null } ], @@ -43846,7 +42986,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -44001,8 +43140,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -44013,13 +43151,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -44031,7 +43167,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "fly ": 30 }, @@ -44240,8 +43375,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -44252,13 +43386,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 225, - "note": null, "abilities": null } ], @@ -44276,7 +43408,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "fly ": 40 }, @@ -44516,8 +43647,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -44528,13 +43658,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], @@ -44554,7 +43682,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 35 }, @@ -44642,7 +43769,6 @@ "DC": 23, "savingThrow": "Fortitude", "onset": "1 day", - "maxDuration": null, "stages": [ { "stage": 1, @@ -44786,8 +43912,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -44798,13 +43923,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -44837,7 +43960,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -44970,7 +44092,6 @@ "note": " A creature affected by betrayal toxin hears whispers of incessant doubt in their head and can't treat any creature as their ally", "DC": 28, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -45092,8 +44213,7 @@ ], "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -45104,13 +44224,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -45150,7 +44268,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -45363,8 +44480,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -45375,13 +44491,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 83, - "note": null, "abilities": null } ], @@ -45400,7 +44514,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -45423,7 +44536,6 @@ "range": "Melee", "name": "entrails", "attack": 14, - "traits": null, "effects": [ "Grab" ], @@ -45466,8 +44578,6 @@ "note": " Rest doesn't decrease the {@condition drained} value from penanggalan bile", "DC": 19, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -45597,8 +44707,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -45609,13 +44718,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": null } ], @@ -45650,7 +44757,6 @@ } ], "speed": { - "abilities": null, "walk": 0 }, "attacks": [ @@ -45877,8 +44983,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -45889,13 +44994,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -45918,7 +45021,6 @@ } ], "speed": { - "abilities": null, "fly ": 35 }, "attacks": [ @@ -46060,8 +45162,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -46072,13 +45173,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -46107,7 +45206,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -46210,8 +45308,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -46222,13 +45319,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -46252,7 +45347,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 30 }, "attacks": [], @@ -46332,8 +45426,7 @@ ], "abilitiesTop": [], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -46344,13 +45437,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 285, - "note": null, "abilities": null } ], @@ -46388,7 +45479,6 @@ } ], "speed": { - "abilities": null, "walk": 45 }, "attacks": [ @@ -46484,8 +45574,6 @@ "note": "", "DC": 34, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -46604,8 +45692,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -46616,19 +45703,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 46, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "swim ": 35 }, @@ -46637,7 +45721,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [ "Grab" ], @@ -46747,8 +45830,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -46759,13 +45841,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -46790,7 +45870,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30, "fly ": 80 @@ -46800,7 +45879,6 @@ "range": "Melee", "name": "jaws", "attack": 30, - "traits": null, "effects": [ "shameful loathing" ], @@ -47064,8 +46142,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -47076,19 +46153,16 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -47275,8 +46349,7 @@ }, "abilitiesTop": [], "ac": { - "default": 12, - "abilities": null + "default": 12 }, "savingThrows": { "Fort": { @@ -47287,13 +46360,11 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 12, - "note": null, "abilities": null } ], @@ -47306,7 +46377,6 @@ } ], "speed": { - "abilities": null, "swim ": 15 }, "attacks": [ @@ -47314,7 +46384,6 @@ "range": "Melee", "name": "bite", "attack": 6, - "traits": null, "effects": [ "pufferfish venom" ], @@ -47347,7 +46416,6 @@ "note": "", "DC": 16, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "24 hours", "stages": [ { @@ -47455,8 +46523,7 @@ ], "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -47467,13 +46534,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], @@ -47498,7 +46563,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -47620,7 +46684,6 @@ "note": "", "DC": 25, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -47722,8 +46785,7 @@ ], "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -47734,13 +46796,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], @@ -47759,7 +46819,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 20 }, @@ -47980,8 +47039,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -47992,13 +47050,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 14, - "note": null, "abilities": null } ], @@ -48010,7 +47066,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "swim ": 20 @@ -48111,7 +47166,6 @@ "note": "", "DC": 16, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -48192,8 +47246,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -48204,13 +47257,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -48229,7 +47280,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -48392,8 +47442,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -48404,13 +47453,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -48461,7 +47508,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "swim ": 20 @@ -48541,8 +47587,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -48553,19 +47598,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 5, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -48673,13 +47715,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -48692,7 +47732,6 @@ } ], "speed": { - "abilities": null, "walk": 5, "fly ": 35 }, @@ -48866,8 +47905,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -48878,13 +47916,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], @@ -48900,7 +47936,6 @@ "range": "Melee", "name": "hoof", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ @@ -48983,8 +48018,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -48995,13 +48029,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -49036,7 +48068,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -49196,8 +48227,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -49208,13 +48238,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -49252,7 +48280,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -49368,8 +48395,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -49380,13 +48406,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -49529,8 +48553,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -49541,19 +48564,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 78, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -49592,7 +48612,6 @@ "range": "Melee", "name": "spear", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 1d6+7} piercing", "types": [ @@ -49736,8 +48755,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -49748,13 +48766,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -49805,7 +48821,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -49813,7 +48828,6 @@ "range": "Melee", "name": "spear", "attack": 5, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ @@ -49938,8 +48952,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -49950,13 +48963,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 36, - "note": null, "abilities": null } ], @@ -49988,7 +48999,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -49996,7 +49006,6 @@ "range": "Melee", "name": "fist", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d10+5} bludgeoning", "types": [ @@ -50133,8 +49142,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -50145,13 +49153,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -50179,7 +49185,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -50347,8 +49352,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -50359,13 +49363,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -50378,7 +49380,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 20 }, @@ -50545,8 +49546,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -50557,13 +49557,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 145, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -50617,7 +49615,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -50788,8 +49785,7 @@ ], "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -50800,13 +49796,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": null } ], @@ -50853,7 +49847,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -51034,8 +50027,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -51046,13 +50038,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 7, - "note": null, "abilities": [ "negative healing" ] @@ -51072,7 +50062,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 15, "fly ": 25 }, @@ -51186,8 +50175,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -51198,13 +50186,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -51248,7 +50234,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -51256,7 +50241,6 @@ "range": "Melee", "name": "disrupting staff (two-hand d8)", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 1d4+7} bludgeoning", "types": [ @@ -51267,7 +50251,6 @@ "range": "Melee", "name": "dagger (agile, finesse, versatile S)", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 1d4+7} piercing", "types": [ @@ -51278,7 +50261,6 @@ "range": "Ranged", "name": "dagger (agile, thrown 10 feet, versatile S)", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d4+7} piercing", "types": [ @@ -51305,7 +50287,6 @@ { "name": "Champion Devotion", "type": "Focus", - "tradition": null, "DC": 19, "fp": 2, "entry": { @@ -51404,8 +50385,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -51416,13 +50396,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -51631,8 +50609,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -51643,13 +50620,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -51770,8 +50745,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -51782,13 +50756,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -51819,7 +50791,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 60 }, @@ -51828,7 +50799,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d12+9} piercing", "types": [ @@ -51949,8 +50919,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -51961,13 +50930,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 22, - "note": null, "abilities": null } ], @@ -51979,7 +50946,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -52094,7 +51060,6 @@ "note": "", "DC": 17, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -52196,8 +51161,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -52208,13 +51172,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], @@ -52226,7 +51188,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -52393,8 +51354,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -52405,13 +51365,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -52441,7 +51399,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -52601,8 +51558,7 @@ ], "ac": { "default": 19, - "with shield raised": 21, - "abilities": null + "with shield raised": 21 }, "savingThrows": { "Fort": { @@ -52613,13 +51569,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -52639,7 +51593,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 30 }, @@ -52843,8 +51796,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -52855,19 +51807,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -53019,8 +51968,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -53031,13 +51979,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], @@ -53195,8 +52141,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -53207,13 +52152,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -53251,7 +52194,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -53365,8 +52307,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -53377,13 +52318,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -53402,7 +52341,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 15, "fly ": 10 @@ -53428,7 +52366,6 @@ "range": "Melee", "name": "claw", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d10+8} slashing", "types": [ @@ -53514,8 +52451,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -53526,19 +52462,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 7, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -53648,8 +52581,7 @@ ], "ac": { "default": 14, - "from inside the Dimensional Pit": 10, - "abilities": null + "from inside the Dimensional Pit": 10 }, "savingThrows": { "Fort": { @@ -53660,13 +52592,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -53691,7 +52621,6 @@ } ], "speed": { - "abilities": null, "walk": 10 }, "attacks": [ @@ -53821,8 +52750,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -53833,13 +52761,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -53866,7 +52792,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [], @@ -54020,8 +52945,7 @@ ], "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -54032,13 +52956,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -54050,7 +52972,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -54277,8 +53198,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -54289,13 +53209,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -54320,7 +53238,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "swim ": 40 }, @@ -54329,7 +53246,6 @@ "range": "Melee", "name": "pincer", "attack": 15, - "traits": null, "effects": [ "{@ability Grab}" ], @@ -54342,7 +53258,6 @@ "range": "Melee", "name": "stinger", "attack": 15, - "traits": null, "effects": [ "spiny eurypterid venom" ], @@ -54461,8 +53376,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -54473,13 +53387,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": [ "negative healing" ] @@ -54521,7 +53433,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 15 }, @@ -54631,8 +53542,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -54643,13 +53553,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -54673,7 +53581,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 15 }, @@ -54783,8 +53690,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -54795,19 +53701,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 19, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -54975,8 +53878,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -54987,13 +53889,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -55026,7 +53926,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -55034,7 +53933,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "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": [ @@ -55193,8 +54091,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -55205,13 +54102,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": null } ], @@ -55244,7 +54139,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -55410,8 +54304,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -55422,13 +54315,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -55440,7 +54331,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 40 }, @@ -55463,7 +54353,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 1d8+7} piercing plus {@damage 1d6} electricity", "types": [ @@ -55601,8 +54490,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -55613,13 +54501,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], @@ -55645,7 +54531,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -55830,8 +54715,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -55842,19 +54726,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -56010,8 +54891,7 @@ } ], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -56022,13 +54902,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": null } ], @@ -56043,7 +54921,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 50, "burrow ": 20 }, @@ -56188,8 +55065,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -56200,13 +55076,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -56244,7 +55118,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -56252,7 +55125,6 @@ "range": "Melee", "name": "fist", "attack": 17, - "traits": null, "effects": [ "blinding sulfur" ], @@ -56347,8 +55219,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -56359,13 +55230,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 290, - "note": null, "abilities": [ "negative healing" ] @@ -56412,7 +55281,6 @@ } ], "speed": { - "abilities": null, "walk": 50 }, "attacks": [ @@ -56605,8 +55473,7 @@ ], "ac": { "default": 29, - "with guard raised": 31, - "abilities": null + "with guard raised": 31 }, "savingThrows": { "Fort": { @@ -56617,13 +55484,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 285, - "note": null, "abilities": null } ], @@ -56660,7 +55525,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -56818,8 +55682,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -56830,13 +55693,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -56878,7 +55739,6 @@ } ], "speed": { - "abilities": null, "fly ": 10 }, "attacks": [ @@ -56886,7 +55746,6 @@ "range": "Melee", "name": "ink blade", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d12+5} slashing", "types": [ @@ -56976,8 +55835,7 @@ "abilitiesTop": [], "ac": { "default": 27, - "with shields raised": 29, - "abilities": null + "with shields raised": 29 }, "savingThrows": { "Fort": { @@ -56988,13 +55846,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": null } ], @@ -57144,8 +56000,7 @@ "abilitiesTop": [], "ac": { "default": 24, - "with shield raised": 26, - "abilities": null + "with shield raised": 26 }, "savingThrows": { "Fort": { @@ -57156,13 +56011,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -57213,7 +56066,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -57300,8 +56152,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -57312,19 +56163,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 50 }, "attacks": [ @@ -57431,8 +56279,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -57443,19 +56290,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 60 }, "attacks": [ @@ -57632,8 +56476,7 @@ ], "abilitiesTop": [], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -57644,13 +56487,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 540, - "note": null, "abilities": null } ], @@ -57961,8 +56802,7 @@ }, "abilitiesTop": [], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -57973,19 +56813,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 10, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "climb ": 10 }, @@ -57994,7 +56831,6 @@ "range": "Melee", "name": "claw", "attack": 6, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} slashing", "types": [ @@ -58076,8 +56912,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -58088,13 +56923,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -58225,8 +57058,7 @@ }, "abilitiesTop": [], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -58237,13 +57069,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 213, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by fire" ] @@ -58269,7 +57099,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 50, "swim ": 50 @@ -58465,8 +57294,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -58477,13 +57305,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 197, - "note": null, "abilities": null } ], @@ -58502,7 +57328,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -58653,8 +57478,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -58665,13 +57489,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 245, - "note": null, "abilities": null } ], @@ -58908,8 +57730,7 @@ ], "abilitiesTop": [], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -58920,13 +57741,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -58954,7 +57773,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -59135,8 +57953,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -59147,13 +57964,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], @@ -59172,7 +57987,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "fly ": 25 }, @@ -59293,8 +58107,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -59305,13 +58118,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": null } ], @@ -59337,7 +58148,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "fly ": 40 }, @@ -59453,8 +58263,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -59465,13 +58274,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 370, - "note": null, "abilities": null } ], @@ -59497,7 +58304,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 50 }, @@ -59685,8 +58491,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -59697,13 +58502,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -59735,7 +58538,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "burrow ": 10 }, @@ -59744,7 +58546,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [ "share pain" ], @@ -59846,8 +58647,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -59858,13 +58658,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 7, - "note": null, "abilities": null } ], @@ -59883,7 +58681,6 @@ } ], "speed": { - "abilities": null, "swim ": 25 }, "attacks": [ @@ -59972,8 +58769,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -59984,13 +58780,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -60014,7 +58808,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "swim ": 25 }, "attacks": [], @@ -60108,8 +58901,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -60120,13 +58912,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": [ "{@ability regeneration} 40 (deactivated by chaos", "mental", @@ -60191,7 +58981,6 @@ "range": "Melee", "name": "glorious fist", "attack": 30, - "traits": null, "effects": [], "damage": "{@damage 3d12+16} bludgeoning", "types": [ @@ -60311,8 +59100,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -60323,13 +59111,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 87, - "note": null, "abilities": null } ], @@ -60362,7 +59148,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "swim ": 40 }, @@ -60469,8 +59254,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -60481,19 +59265,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 137, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 5, "swim ": 80 }, @@ -60502,7 +59283,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "traits": null, "effects": [ "Improved Grab" ], @@ -60515,7 +59295,6 @@ "range": "Melee", "name": "tail", "attack": 19, - "traits": null, "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ @@ -60621,8 +59400,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -60633,13 +59411,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -60681,7 +59457,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -60814,8 +59589,7 @@ }, "abilitiesTop": [], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -60826,13 +59600,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 390, - "note": null, "abilities": [ "fast healing 15 (page 305)", "{@ability negative healing}" @@ -60878,7 +59650,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 60 }, @@ -61101,8 +59872,7 @@ "abilitiesTop": [], "ac": { "default": 23, - "with shield raised": 25, - "abilities": null + "with shield raised": 25 }, "savingThrows": { "Fort": { @@ -61113,13 +59883,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 99, - "note": null, "abilities": [ "immortal flesh" ] @@ -61153,7 +59921,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -61174,7 +59941,6 @@ "range": "Melee", "name": "shield spikes", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ @@ -61226,7 +59992,6 @@ "note": "", "DC": 24, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -61345,8 +60110,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -61357,13 +60121,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -61410,7 +60172,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 60 }, @@ -61594,8 +60355,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -61606,19 +60366,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 15 }, @@ -61799,8 +60556,7 @@ }, "abilitiesTop": [], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -61811,13 +60567,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -61861,7 +60615,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 120 }, @@ -62087,8 +60840,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -62099,13 +60851,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 13, - "note": null, "abilities": null } ], @@ -62118,7 +60868,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 20 }, @@ -62127,7 +60876,6 @@ "range": "Melee", "name": "spear", "attack": 6, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ @@ -62252,8 +61000,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -62264,13 +61011,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -62294,7 +61039,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30, "swim ": 30 @@ -62437,8 +61181,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -62450,19 +61193,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -62659,8 +61399,7 @@ ], "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -62671,19 +61410,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -62865,8 +61601,7 @@ } ], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -62877,13 +61612,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -62931,7 +61664,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -63052,8 +61784,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -63064,19 +61795,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 19, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -63195,8 +61923,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -63207,19 +61934,16 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 7, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -63348,8 +62072,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -63360,13 +62083,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -63391,7 +62112,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -63587,8 +62307,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -63599,19 +62318,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -63620,7 +62336,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "traits": null, "effects": [ "curse of the werecrocodile", "{@ability Grab}" @@ -63818,8 +62533,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -63830,13 +62544,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], @@ -63861,7 +62573,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 40 }, @@ -64057,8 +62768,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -64069,13 +62779,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 145, - "note": null, "abilities": null } ], @@ -64257,8 +62965,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -64269,13 +62976,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], @@ -64407,8 +63112,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -64419,13 +63123,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], @@ -64441,7 +63143,6 @@ "range": "Melee", "name": "tusk", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d10+5} piercing", "types": [ @@ -64452,7 +63153,6 @@ "range": "Melee", "name": "hoof", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d8+5} bludgeoning", "types": [ @@ -64579,8 +63279,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -64591,13 +63290,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -64660,7 +63357,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "fly ": 80 }, @@ -64924,8 +63620,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -64936,13 +63631,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -64967,7 +63660,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -65085,8 +63777,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -65097,13 +63788,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 380, - "note": null, "abilities": null } ], @@ -65133,7 +63822,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 20, "fly ": 40 @@ -65259,8 +63947,6 @@ "note": " A ximtal's withering attacks cause a debilitating disease targeting the senses", "DC": 36, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -65403,8 +64089,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -65415,13 +64100,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -65434,7 +64117,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "fly ": 60 }, @@ -65622,7 +64304,6 @@ "note": " A xiuh couatl's poison deals good damage rather than poison damage to fiends", "DC": 32, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -65750,19 +64431,16 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 112, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "climb ": 10 }, @@ -65916,8 +64594,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -65928,13 +64605,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -66250,13 +64925,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -66555,8 +65228,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -66567,13 +65239,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -66602,7 +65272,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 120 }, @@ -66907,8 +65576,7 @@ }, "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -66919,13 +65587,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -66970,7 +65636,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 120 }, @@ -67216,8 +65881,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -67228,13 +65892,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -67263,7 +65925,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 30, "fly ": 80 @@ -67450,8 +66111,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -67462,13 +66122,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], @@ -67485,7 +66143,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -67493,7 +66150,6 @@ "range": "Melee", "name": "horn", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ @@ -67575,8 +66231,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -67587,19 +66242,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "climb ": 35 }, @@ -67725,8 +66377,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -67737,13 +66388,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": [ "{@ability negative healing}" ] @@ -67763,7 +66412,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "fly ": 50 }, @@ -67917,8 +66565,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -67929,13 +66576,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -67961,7 +66606,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-crb.json b/data/bestiary/creatures-crb.json index f3e8536491..f529de10a9 100644 --- a/data/bestiary/creatures-crb.json +++ b/data/bestiary/creatures-crb.json @@ -41,8 +41,7 @@ } ], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -53,13 +52,11 @@ }, "Will": { "default": 0 - }, - "abilities": null + } }, "hp": [ { "hp": 4, - "note": null, "abilities": null } ], @@ -83,7 +80,6 @@ } ], "speed": { - "abilities": null, "fly": 30 }, "abilitiesBot": [ diff --git a/data/bestiary/creatures-ec1.json b/data/bestiary/creatures-ec1.json index 8c403f7036..da443041d5 100644 --- a/data/bestiary/creatures-ec1.json +++ b/data/bestiary/creatures-ec1.json @@ -62,8 +62,7 @@ } ], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -74,19 +73,16 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -214,8 +210,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -226,13 +221,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], @@ -255,7 +248,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -276,7 +268,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [ "mutilating bite" ], @@ -406,8 +397,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -418,13 +408,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -452,7 +440,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -460,7 +447,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [ "Knockdown" ], @@ -564,8 +550,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -576,13 +561,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": [ "negative healing" ] @@ -606,7 +589,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -781,8 +763,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -793,13 +774,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 83, - "note": null, "abilities": null } ], @@ -817,7 +796,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -839,7 +817,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 2d8+3} piercing", "types": [ @@ -956,8 +933,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -968,13 +944,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -1004,7 +978,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "swim ": 30 }, @@ -1013,11 +986,10 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [ "Grab" ], - "damage": "{@damage 1d10+2} piercing plus {@damage 1d6} {@condition persistent damage ||persistent acid damage} and Grab", + "damage": "{@damage 1d10+2} piercing plus {@damage 1d6} {@condition persistent damage ||persistent acid damage} and {@ability Grab}", "types": [ "persistent", "piercing" @@ -1074,6 +1046,12 @@ "rarity": "Unique", "alignment": "NE", "size": "Medium", + "items": [ + "{@item leather armor}", + "gray robes", + "{@item trident}", + "{@item wooden religious symbol} of {@deity Gozreh} defaced with demonic runes" + ], "traits": [ "Human" ], @@ -1114,14 +1092,13 @@ "abilitiesTop": [ { "entries": [ - "The corrupted priest can use {@skill Diplomacy} to {@action Make an Impression} on animals and to make very simple Requests of them." + "The corrupted priest can use {@skill Diplomacy} to {@action Make an Impression} on animals and to make very simple {@action Request||Requests} of them." ], "name": "Wild Empathy" } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -1132,13 +1109,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -1156,7 +1131,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1178,11 +1152,68 @@ "abilitiesBot": [ { "entries": [ - "Corrupted priests deal an extra {@dice 1d8} damage with their tridents, and any trident gains the fatal d10 trait while the priest is using it (both the extra weapon damage die and the {@trait fatal} trait have already been included above)." + "Corrupted priests deal an extra {@dice 1d8} damage with their tridents, and any trident gains the {@trait fatal d10} trait while the priest is using it (both the extra weapon damage die and the {@trait fatal} trait have already been included above)." ], "name": "Demonic Strength" } ], + "spellcasting": [ + { + "name": "Primal Prepared", + "type": "Prepared", + "tradition": "Primal", + "DC": 20, + "attack": 12, + "entry": { + "0": { + "level": 2, + "spells": [ + { + "name": "light" + }, + { + "name": "produce flame" + }, + { + "name": "stabilize" + }, + { + "name": "tanglefoot" + } + ] + }, + "1": { + "spells": [ + { + "name": "fear" + }, + { + "name": "heal" + }, + { + "name": "spider sting" + }, + { + "name": "summon animal" + } + ] + }, + "2": { + "spells": [ + { + "name": "barkskin" + }, + { + "name": "flaming sphere" + }, + { + "name": "summon elemental" + } + ] + } + } + } + ], "inflicts": { "damage": [ "mental", @@ -1242,8 +1273,7 @@ "abilitiesTop": [], "ac": { "default": 19, - "with shield raised": 21, - "abilities": null + "with shield raised": 21 }, "savingThrows": { "Fort": { @@ -1254,16 +1284,20 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], + "items": [ + "{@item hide armor}", + "gray robes", + "{@item trident}", + "{@item wooden shield} (Hardness 3)" + ], "abilitiesMid": [ { "activity": { @@ -1290,7 +1324,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1312,7 +1345,7 @@ "abilitiesBot": [ { "entries": [ - "Corrupted retainers deal an extra {@dice 1d8} damage with their tridents, and any trident gains the fatal d10 trait while the corrupted retainer is using it (both the extra weapon damage die and the {@trait fatal} trait have already been included in the corrupted retainer's trident {@action Strike} above)." + "Corrupted retainers deal an extra {@dice 1d8} damage with their tridents, and any trident gains the {@trait fatal d10} trait while the corrupted retainer is using it (both the extra weapon damage die and the {@trait fatal} trait have already been included in the corrupted retainer's trident {@action Strike} above)." ], "name": "Demonic Strength" }, @@ -1327,15 +1360,9 @@ "mental" ], "entries": [ - "The corrupted retainer begins to rage and gains 5 temporary." + "The corrupted retainer begins to rage and gains 5 temporary Hit Points. The rage lasts for 1 minute or until they fall {@condition unconscious}, whichever happens first. While raging, the corrupted retainer deals 2 additional damage with melee weapons, has a \u20131 penalty to AC, and cannot use actions that have the {@trait concentrate} trait unless those actions also have the {@trait rage} trait. The corrupted retainer can still {@action Seek} while raging." ], "name": "Tainted Rage" - }, - { - "entries": [ - "The rage lasts for 1 minute or until they fall {@condition unconscious}, whichever happens first. While raging, the corrupted retainer deals 2 additional damage with melee weapons, has a \u20131 penalty to AC, and cannot use actions that have the {@trait concentrate} trait unless those actions also have the {@trait rage} trait. The corrupted retainer can still {@action Seek} while raging." - ], - "name": "Hit Points." } ], "inflicts": { @@ -1411,8 +1438,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -1423,19 +1449,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1543,8 +1566,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -1555,13 +1577,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], @@ -1581,7 +1601,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [], @@ -1677,8 +1696,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -1689,19 +1707,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1709,7 +1724,6 @@ "range": "Melee", "name": "proboscis", "attack": 10, - "traits": null, "effects": [ "Suck Blood", "flea fever" @@ -1803,8 +1817,7 @@ ], "abilitiesTop": [], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -1815,19 +1828,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 27, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1849,7 +1859,6 @@ "range": "Melee", "name": "improvised weapon", "attack": 6, - "traits": null, "effects": [ "piercing", "or slashing" @@ -1944,8 +1953,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -1956,13 +1964,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 32, - "note": null, "abilities": null } ], @@ -1980,7 +1986,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2133,8 +2138,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -2145,13 +2149,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -2167,7 +2169,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2175,7 +2176,6 @@ "range": "Melee", "name": "tusk", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ @@ -2254,8 +2254,7 @@ } ], "ac": { - "default": 11, - "abilities": null + "default": 11 }, "savingThrows": { "Fort": { @@ -2266,13 +2265,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -2306,7 +2303,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 15 }, @@ -2315,7 +2311,6 @@ "range": "Melee", "name": "pseudopod", "attack": 13, - "traits": null, "effects": [], "damage": "{@damage 2d8+5} bludgeoning", "types": [ @@ -2414,8 +2409,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -2426,13 +2420,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 33, - "note": null, "abilities": null } ], @@ -2467,7 +2459,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2489,7 +2480,6 @@ "range": "Melee", "name": "headbutt", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 2d4+4} bludgeoning", "types": [ @@ -2583,8 +2573,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -2595,19 +2584,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -2823,8 +2809,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -2835,13 +2820,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -2873,7 +2856,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2964,8 +2946,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2976,19 +2957,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3012,7 +2990,6 @@ "range": "Melee", "name": "foot", "attack": 13, - "traits": null, "effects": [], "damage": "{@damage 1d8+5} bludgeoning", "types": [ @@ -3123,8 +3100,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -3135,19 +3111,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 46, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -3264,8 +3237,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -3276,13 +3248,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": [ "negative healing" ] @@ -3301,7 +3271,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "burrow ": 5 }, @@ -3381,8 +3350,6 @@ "note": "", "DC": 18, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -3497,7 +3464,8 @@ "default": 10 }, "Stealth": { - "default": 11 + "default": 11, + "in dim light or darker": 14 } }, "abilityMods": { @@ -3510,8 +3478,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -3522,13 +3489,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -3542,6 +3507,10 @@ { "amount": 5, "name": "electricity" + }, + { + "amount": 5, + "name": "poison" } ], "abilitiesMid": [ @@ -3553,7 +3522,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -3568,7 +3536,7 @@ "effects": [ "Grab" ], - "damage": "{@damage 1d10+3} piercing plus {@damage 1d4} fire and Grab", + "damage": "{@damage 1d10+3} piercing plus {@damage 1d4} fire and {@ability Grab}", "types": [ "fire", "piercing" @@ -3699,8 +3667,7 @@ "abilitiesTop": [], "ac": { "default": 16, - "while Inhabiting a Body": 19, - "abilities": null + "while Inhabiting a Body": 19 }, "savingThrows": { "Fort": { @@ -3711,13 +3678,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": null } ], @@ -3744,7 +3709,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "burrow ": 15 }, @@ -3753,7 +3717,6 @@ "range": "Melee", "name": "bite", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 2d8+3} piercing", "types": [ @@ -3911,8 +3874,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -3923,19 +3885,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3943,7 +3902,6 @@ "range": "Melee", "name": "flaming baton", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} bludgeoning plus {@damage 1d6} fire", "types": [ @@ -4057,8 +4015,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -4069,13 +4026,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], @@ -4097,7 +4052,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -4105,7 +4059,6 @@ "range": "Melee", "name": "horns", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ @@ -4116,7 +4069,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ @@ -4223,8 +4175,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -4235,13 +4186,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -4258,7 +4207,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4283,7 +4231,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "traits": null, "effects": [ "xulgath bile" ], @@ -4356,7 +4303,6 @@ "note": "", "DC": 16, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "1 hour", "stages": [ { diff --git a/data/bestiary/creatures-ec2.json b/data/bestiary/creatures-ec2.json index 9ebd3354c1..bfbf1c4e52 100644 --- a/data/bestiary/creatures-ec2.json +++ b/data/bestiary/creatures-ec2.json @@ -74,8 +74,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -86,13 +85,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 56, - "note": null, "abilities": null } ], @@ -111,7 +108,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -253,8 +249,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -265,13 +260,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -296,7 +289,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -414,8 +406,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -426,13 +417,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -444,7 +433,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -602,8 +590,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -614,13 +601,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": [ "fast healing 10" ] @@ -862,8 +847,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -874,13 +858,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -1085,8 +1067,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -1097,13 +1078,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -1121,7 +1100,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -1201,8 +1179,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -1213,13 +1190,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 55, - "note": null, "abilities": [ "negative healing" ] @@ -1266,7 +1241,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -1374,8 +1348,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -1386,13 +1359,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 122, - "note": null, "abilities": null } ], @@ -1408,7 +1379,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -1519,8 +1489,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -1531,13 +1500,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -1567,7 +1534,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [], @@ -1673,8 +1639,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -1685,13 +1650,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -1724,7 +1687,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [], @@ -1844,8 +1806,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -1856,13 +1817,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -1908,7 +1867,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -2038,8 +1996,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2050,13 +2007,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -2070,7 +2025,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -2223,8 +2177,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -2235,13 +2188,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": [ "negative healing" ] @@ -2262,7 +2213,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2270,7 +2220,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "traits": null, "effects": [ "Grab" ], @@ -2427,8 +2376,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -2439,13 +2387,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -2472,7 +2418,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2765,8 +2710,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2777,13 +2721,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": [ "negative healing" ] @@ -2810,7 +2752,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -3013,8 +2954,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -3025,19 +2965,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 66, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -3204,8 +3141,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -3216,13 +3152,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -3278,7 +3212,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [], @@ -3359,8 +3292,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -3371,13 +3303,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -3395,7 +3325,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3416,7 +3345,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ @@ -3568,8 +3496,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -3580,13 +3507,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -3603,7 +3528,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -3739,8 +3663,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -3751,13 +3674,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -3781,7 +3702,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 10 }, @@ -3930,8 +3850,7 @@ ], "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -3942,13 +3861,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -3976,7 +3893,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], diff --git a/data/bestiary/creatures-ec3.json b/data/bestiary/creatures-ec3.json index 9314cb0872..94f2844576 100644 --- a/data/bestiary/creatures-ec3.json +++ b/data/bestiary/creatures-ec3.json @@ -61,8 +61,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -73,13 +72,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -241,8 +238,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -253,13 +249,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -490,8 +484,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -502,13 +495,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -538,7 +529,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -546,7 +536,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 2d12+3} piercing", "types": [ @@ -679,8 +668,7 @@ "abilitiesTop": [], "ac": { "default": 29, - "with tightened bracts": 31, - "abilities": null + "with tightened bracts": 31 }, "savingThrows": { "Fort": { @@ -691,13 +679,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -736,7 +722,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -880,8 +865,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -892,13 +876,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -910,7 +892,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -918,7 +899,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [ "Grab" ], @@ -1058,8 +1038,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -1070,13 +1049,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -1312,8 +1289,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -1324,13 +1300,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -1356,7 +1330,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -1479,8 +1452,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -1491,13 +1463,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": [ "negative healing" ] @@ -1528,7 +1498,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1742,8 +1711,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -1754,13 +1722,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], @@ -1786,7 +1752,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -1795,7 +1760,6 @@ "range": "Melee", "name": "jaws", "attack": 22, - "traits": null, "effects": [], "damage": "{@damage 1d6+13} piercing", "types": [ @@ -1927,8 +1891,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -1939,13 +1902,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -1975,7 +1936,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "fly ": 45 }, @@ -2192,8 +2152,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -2204,19 +2163,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2240,7 +2196,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [ "resin crust" ], @@ -2392,8 +2347,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -2404,13 +2358,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -2543,8 +2495,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -2555,19 +2506,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -2677,8 +2625,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -2689,19 +2636,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2709,7 +2653,6 @@ "range": "Melee", "name": "hoe", "attack": 6, - "traits": null, "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ @@ -2842,8 +2785,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -2854,13 +2796,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 260, - "note": null, "abilities": null } ], @@ -2878,7 +2818,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3025,8 +2964,6 @@ "note": " A creature can't recover from the\n{@condition drained} condition until Abyssal plague is cured", "DC": 33, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -3142,8 +3079,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -3154,13 +3090,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], @@ -3182,7 +3116,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -3286,8 +3219,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -3298,13 +3230,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -3506,8 +3436,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -3518,13 +3447,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": null } ], @@ -3549,7 +3476,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "burrow ": 10 }, @@ -3558,7 +3484,6 @@ "range": "Melee", "name": "jaws", "attack": 28, - "traits": null, "effects": [], "damage": "{@damage 3d8+12} piercing", "types": [ @@ -3770,8 +3695,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -3782,13 +3706,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -3811,7 +3733,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3834,7 +3755,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 2d6+5} piercing", "types": [ @@ -3994,8 +3914,7 @@ ], "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -4006,13 +3925,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -4054,7 +3971,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ @@ -4194,8 +4110,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -4206,13 +4121,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -4235,7 +4148,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "burrow ": 10 }, @@ -4259,7 +4171,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "traits": null, "effects": [], "damage": "{@damage 2d8+9} piercing", "types": [ @@ -4426,8 +4337,7 @@ }, "abilitiesTop": [], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -4438,13 +4348,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -4491,7 +4399,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ diff --git a/data/bestiary/creatures-ec4.json b/data/bestiary/creatures-ec4.json index 1cd34337e8..c3a3aa2105 100644 --- a/data/bestiary/creatures-ec4.json +++ b/data/bestiary/creatures-ec4.json @@ -58,8 +58,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -70,13 +69,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -90,7 +87,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -115,7 +111,6 @@ "range": "Melee", "name": "jaws", "attack": 23, - "traits": null, "effects": [], "damage": "{@damage 3d8+11} piercing", "types": [ @@ -194,8 +189,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -206,13 +200,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": null } ], @@ -226,7 +218,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "burrow ": 35 }, @@ -254,8 +245,6 @@ "note": " This affliction can't\nbe reduced below stage 1, nor the damage from it healed,\nuntil successfully treated with remove curse or a similar\neffect; the affliction can then be removed as normal for\na disease.", "DC": 27, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -336,8 +325,7 @@ }, "abilitiesTop": [], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -348,19 +336,16 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 25 }, @@ -369,7 +354,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "traits": null, "effects": [ "Grab" ], @@ -560,8 +544,7 @@ }, "abilitiesTop": [], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -572,13 +555,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -603,7 +584,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 10 }, @@ -832,8 +812,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -844,13 +823,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], @@ -885,7 +862,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1015,8 +991,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -1027,13 +1002,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -1061,7 +1034,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 35 }, @@ -1070,7 +1042,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d8+7} piercing", "types": [ @@ -1130,8 +1101,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -1142,13 +1112,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -1181,7 +1149,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "burrow ": 25 }, @@ -1346,8 +1313,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -1358,13 +1324,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -1395,7 +1359,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1567,8 +1530,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -1579,13 +1541,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -1601,7 +1561,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 20 }, @@ -1941,8 +1900,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -1953,13 +1911,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 260, - "note": null, "abilities": null } ], @@ -2002,7 +1958,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2180,8 +2135,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -2192,13 +2146,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": [ "negative healing" ] @@ -2240,7 +2192,6 @@ } ], "speed": { - "abilities": null, "fly ": 50 }, "attacks": [ @@ -2421,8 +2372,7 @@ }, "abilitiesTop": [], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -2433,13 +2383,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 340, - "note": null, "abilities": null } ], @@ -2481,7 +2429,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 60 }, @@ -2662,8 +2609,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -2674,13 +2620,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 320, - "note": null, "abilities": [ "negative healing" ] @@ -2711,7 +2655,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2719,7 +2662,6 @@ "range": "Melee", "name": "fist", "attack": 24, - "traits": null, "effects": [], "damage": "{@damage 2d12+16} bludgeoning plus", "types": [ @@ -2820,8 +2762,7 @@ }, "abilitiesTop": [], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -2832,13 +2773,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": [ "negative healing" ] @@ -2865,7 +2804,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3027,8 +2965,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -3039,13 +2976,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -3067,7 +3002,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3308,8 +3242,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -3320,13 +3253,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -3372,7 +3303,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "swim ": 20 }, @@ -3381,7 +3311,6 @@ "range": "Melee", "name": "pseudopod", "attack": 23, - "traits": null, "effects": [ "residual grease" ], @@ -3506,8 +3435,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -3518,13 +3446,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -3548,7 +3474,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3713,8 +3638,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -3725,13 +3649,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 265, - "note": null, "abilities": null } ], @@ -3770,7 +3692,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3940,8 +3861,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -3952,13 +3872,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -3997,7 +3915,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4022,7 +3939,6 @@ "range": "Melee", "name": "foot", "attack": 24, - "traits": null, "effects": [], "damage": "{@damage 3d6+13} bludgeoning", "types": [ @@ -4128,8 +4044,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -4140,13 +4055,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": [ "negative healing" ] @@ -4166,7 +4079,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4191,7 +4103,6 @@ "range": "Melee", "name": "claw", "attack": 25, - "traits": null, "effects": [ "drain life" ], @@ -4364,8 +4275,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -4376,13 +4286,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -4421,7 +4329,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "swim ": 30 }, @@ -4611,8 +4518,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -4623,13 +4529,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], @@ -4668,7 +4572,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -4676,7 +4579,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "traits": null, "effects": [], "damage": "{@damage 2d6+8} piercing plus {@damage 2d6} acid", "types": [ @@ -4803,8 +4705,7 @@ ], "ac": { "default": 32, - "with shield raised": 34, - "abilities": null + "with shield raised": 34 }, "savingThrows": { "Fort": { @@ -4815,13 +4716,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -4881,7 +4780,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4904,7 +4802,6 @@ "range": "Melee", "name": "jaws", "attack": 23, - "traits": null, "effects": [], "damage": "{@damage 3d6+11} piercing", "types": [ @@ -5034,8 +4931,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -5046,13 +4942,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -5082,7 +4976,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5107,7 +5000,6 @@ "range": "Melee", "name": "jaws", "attack": 19, - "traits": null, "effects": [], "damage": "{@damage 2d8+10} piercing", "types": [ @@ -5279,8 +5171,7 @@ } ], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -5291,13 +5182,11 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": null } ], @@ -5330,7 +5219,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -5353,7 +5241,6 @@ "range": "Melee", "name": "jaws", "attack": 23, - "traits": null, "effects": [], "damage": "{@damage 2d8+11} piercing", "types": [ @@ -5504,8 +5391,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -5516,13 +5402,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -5564,7 +5448,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -5588,7 +5471,6 @@ "range": "Melee", "name": "jaws", "attack": 28, - "traits": null, "effects": [], "damage": "{@damage 3d8+12} piercing", "types": [ diff --git a/data/bestiary/creatures-ec5.json b/data/bestiary/creatures-ec5.json index 8a3ddc5530..d94971b051 100644 --- a/data/bestiary/creatures-ec5.json +++ b/data/bestiary/creatures-ec5.json @@ -62,8 +62,7 @@ }, "abilitiesTop": [], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -74,13 +73,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": null } ], @@ -98,7 +95,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 50, "burrow ": 30 }, @@ -343,8 +339,7 @@ } ], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -355,13 +350,11 @@ }, "Will": { "default": 31 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": null } ], @@ -642,8 +635,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -654,13 +646,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": [ "negative healing" ] @@ -690,7 +680,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -699,7 +688,6 @@ "range": "Melee", "name": "fangs", "attack": 27, - "traits": null, "effects": [ "death drider venom" ], @@ -734,7 +722,6 @@ "note": " The {@condition drained} condition\npersists after the poison's duration ends", "DC": 32, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -864,8 +851,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -876,13 +862,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 380, - "note": null, "abilities": [ "negative healing" ] @@ -947,7 +931,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1260,8 +1243,6 @@ "note": "\nThis disease and damage from it can't be healed until the\ncurse is removed. A creature killed by this curse turns\nto sand and can't be resurrected except by a 9th-level\nresurrect ritual or similar magic", "DC": 39, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -1360,8 +1341,7 @@ } ], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -1373,13 +1353,11 @@ "Will": { "default": 35, "vs. emotion effects": 37 - }, - "abilities": null + } }, "hp": [ { "hp": 355, - "note": null, "abilities": null } ], @@ -1603,13 +1581,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 380, - "note": null, "abilities": [ "fast healing 30", "negative healing" @@ -1667,7 +1643,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "burrow ": 40, "climb ": 25 @@ -1869,8 +1844,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -1881,13 +1855,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": [ "negative healing" ] @@ -1928,7 +1900,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -1953,7 +1924,6 @@ "range": "Melee", "name": "jaws", "attack": 31, - "traits": null, "effects": [ "wicked bite" ], @@ -2188,8 +2158,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -2200,13 +2169,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -2245,7 +2212,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 50 }, @@ -2442,8 +2408,7 @@ }, "abilitiesTop": [], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -2454,13 +2419,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -2491,9 +2454,10 @@ }, { "entries": [ - "Antimagic harmed by sonic ({@dice 8d10}, {@dice 2d10} from area or {@condition persistent damage}); healed by cold (area {@dice 2d10} HP); {@condition slowed} by fire." + "harmed by sonic ({@dice 8d10}, {@dice 2d10} from area or {@condition persistent damage}); healed by cold (area {@dice 2d10} HP); {@condition slowed} by fire." ], - "name": "Golem" + "name": "Golem Antimagic", + "generic": true }, { "entries": [ @@ -2503,7 +2467,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 25 }, @@ -2675,8 +2638,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -2687,13 +2649,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 295, - "note": null, "abilities": null } ], @@ -2723,7 +2683,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -2950,8 +2909,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -2962,13 +2920,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": [ "negative healing" ] @@ -3004,7 +2960,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3044,7 +2999,6 @@ "range": "Melee", "name": "jaws", "attack": 26, - "traits": null, "effects": [ "drain life", "terror master" @@ -3198,8 +3152,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -3210,13 +3163,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 295, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -3254,7 +3205,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -3510,8 +3460,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -3522,13 +3471,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": [ "negative healing" ] @@ -3556,7 +3503,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3811,8 +3757,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -3823,13 +3768,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 195, - "note": null, "abilities": [ "negative healing" ] @@ -3861,7 +3804,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4093,8 +4035,7 @@ ], "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -4105,13 +4046,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": [ "negative healing" ] @@ -4139,7 +4078,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -4331,8 +4269,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -4343,13 +4280,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 425, - "note": null, "abilities": [ "fast healing 20" ] @@ -4384,7 +4319,6 @@ } ], "speed": { - "abilities": null, "walk": 15, "swim ": 30 }, @@ -4576,8 +4510,7 @@ ], "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -4588,13 +4521,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 215, - "note": null, "abilities": null } ], @@ -4611,7 +4542,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4634,7 +4564,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d6+6} piercing", "types": [ @@ -4882,8 +4811,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -4894,13 +4822,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": [ "coffin restoration (as vampire)", "fast healing 20" @@ -4940,7 +4866,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -4949,7 +4874,6 @@ "range": "Melee", "name": "fangs", "attack": 32, - "traits": null, "effects": [ "Grab", "vampire drider venom" @@ -5205,7 +5129,6 @@ "note": "", "DC": 35, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { diff --git a/data/bestiary/creatures-ec6.json b/data/bestiary/creatures-ec6.json index 5d9a01f0fd..d321415f6a 100644 --- a/data/bestiary/creatures-ec6.json +++ b/data/bestiary/creatures-ec6.json @@ -51,8 +51,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -63,13 +62,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 245, - "note": null, "abilities": null } ], @@ -87,7 +84,6 @@ } ], "speed": { - "abilities": null, "walk": 45 }, "attacks": [ @@ -110,7 +106,6 @@ "range": "Melee", "name": "hoof", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 3d8+12} bludgeoning", "types": [ @@ -216,8 +211,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -228,13 +222,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 290, - "note": null, "abilities": null } ], @@ -259,7 +251,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "fly ": 60 }, @@ -268,7 +259,6 @@ "range": "Melee", "name": "beak", "attack": 30, - "traits": null, "effects": [], "damage": "{@damage 4d8+6} piercing plus", "types": [ @@ -357,8 +347,7 @@ } ], "ac": { - "default": 41, - "abilities": null + "default": 41 }, "savingThrows": { "Fort": { @@ -369,13 +358,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 440, - "note": null, "abilities": null } ], @@ -394,7 +381,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -565,8 +551,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -577,13 +562,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 315, - "note": null, "abilities": null } ], @@ -611,7 +594,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -751,8 +733,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -763,13 +744,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -788,7 +767,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -796,7 +774,6 @@ "range": "Melee", "name": "horn", "attack": 16, - "traits": null, "effects": [ "{@dice 2d8+5}" ], @@ -809,7 +786,6 @@ "range": "Melee", "name": "hoof", "attack": 16, - "traits": null, "effects": [ "{@dice 2d6+5}" ], @@ -916,8 +892,7 @@ ], "abilitiesTop": [], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -928,13 +903,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": null } ], @@ -1206,8 +1179,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -1218,13 +1190,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 380, - "note": null, "abilities": null } ], @@ -1247,7 +1217,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -1544,8 +1513,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -1556,13 +1524,11 @@ }, "Will": { "default": 36 - }, - "abilities": null + } }, "hp": [ { "hp": 375, - "note": null, "abilities": null } ], @@ -1599,7 +1565,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 35 }, @@ -1954,8 +1919,7 @@ }, "abilitiesTop": [], "ac": { - "default": 48, - "abilities": null + "default": 48 }, "savingThrows": { "Fort": { @@ -1966,13 +1930,11 @@ }, "Will": { "default": 36 - }, - "abilities": null + } }, "hp": [ { "hp": 430, - "note": null, "abilities": null } ], @@ -2291,8 +2253,7 @@ ], "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -2303,19 +2264,16 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 340, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -2572,8 +2530,7 @@ } ], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -2584,13 +2541,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 330, - "note": null, "abilities": null } ], @@ -2617,7 +2572,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -2886,8 +2840,7 @@ } ], "ac": { - "default": 46, - "abilities": null + "default": 46 }, "savingThrows": { "Fort": { @@ -2898,13 +2851,11 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 540, - "note": null, "abilities": null } ], @@ -3236,8 +3187,7 @@ ], "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -3248,13 +3198,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": null } ], @@ -3290,7 +3238,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 40 }, @@ -3576,8 +3523,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -3588,13 +3534,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -3630,7 +3574,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "swim ": 20 }, @@ -3805,8 +3748,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -3817,13 +3759,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": null } ], @@ -3846,7 +3786,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 35 }, @@ -3868,7 +3807,6 @@ "range": "Melee", "name": "jaws", "attack": 28, - "traits": null, "effects": [], "damage": "{@damage 3d8+10} piercing", "types": [ diff --git a/data/bestiary/creatures-fop.json b/data/bestiary/creatures-fop.json index 213edc3a46..8aa6e75f82 100644 --- a/data/bestiary/creatures-fop.json +++ b/data/bestiary/creatures-fop.json @@ -44,8 +44,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -56,13 +55,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], @@ -76,7 +73,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "fly ": 20 }, "attacks": [], @@ -172,8 +168,7 @@ } ], "ac": { - "default": 12, - "abilities": null + "default": 12 }, "savingThrows": { "Fort": { @@ -184,13 +179,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -225,7 +218,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "climb ": 10 }, @@ -310,8 +302,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -322,13 +313,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -343,7 +332,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -452,8 +440,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -464,19 +451,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -484,7 +468,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [ "Knockdown" ], @@ -576,8 +559,7 @@ ], "abilitiesTop": [], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -588,19 +570,16 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -706,8 +685,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -718,13 +696,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -736,7 +712,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -849,8 +824,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -861,13 +835,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 27, - "note": null, "abilities": null } ], @@ -888,7 +860,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 20, "swim ": 20 @@ -1000,8 +971,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -1012,13 +982,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 47, - "note": null, "abilities": null } ], @@ -1034,7 +1002,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1170,8 +1137,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -1182,19 +1148,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 44, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1345,8 +1308,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -1357,13 +1319,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], @@ -1375,7 +1335,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 10 }, @@ -1475,8 +1434,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -1487,13 +1445,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 68, - "note": null, "abilities": null } ], @@ -1509,7 +1465,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1643,8 +1598,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -1655,19 +1609,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -1752,8 +1703,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -1764,19 +1714,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -1784,7 +1731,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d8+4} piercing plus {@damage 1d6} acid", "types": [ @@ -1875,8 +1821,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -1887,19 +1832,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1907,7 +1849,6 @@ "range": "Melee", "name": "hoof", "attack": 10, - "traits": null, "effects": [], "damage": "{@damage 1d8+4} bludgeoning", "types": [ @@ -1985,8 +1926,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -1997,13 +1937,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], @@ -2016,7 +1954,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 10, "swim ": 10 @@ -2039,7 +1976,6 @@ "range": "Melee", "name": "claw", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 1d8+5} slashing", "types": [ @@ -2050,7 +1986,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 1d10+5} piercing", "types": [ @@ -2061,7 +1996,6 @@ "range": "Melee", "name": "tail", "attack": 12, - "traits": null, "effects": [ "{@action Trip}" ], @@ -2156,8 +2090,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -2168,13 +2101,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -2189,7 +2120,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -2325,8 +2255,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2337,13 +2266,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 54, - "note": null, "abilities": null } ], @@ -2359,7 +2286,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2502,8 +2428,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -2514,19 +2439,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 68, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2648,8 +2570,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -2660,19 +2581,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-frp1.json b/data/bestiary/creatures-frp1.json index 72a0452fa3..5f25aa3714 100644 --- a/data/bestiary/creatures-frp1.json +++ b/data/bestiary/creatures-frp1.json @@ -64,8 +64,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -76,13 +75,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], @@ -100,7 +97,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -249,8 +245,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -261,13 +256,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -487,8 +480,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -499,13 +491,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -714,8 +704,7 @@ }, "abilitiesTop": [], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -726,19 +715,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -903,8 +889,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -915,13 +900,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 310, - "note": null, "abilities": null } ], @@ -1120,8 +1103,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -1132,13 +1114,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 260, - "note": null, "abilities": null } ], @@ -1156,7 +1136,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1307,8 +1286,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -1319,13 +1297,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -1341,7 +1317,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1467,8 +1442,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -1479,13 +1453,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], @@ -1509,7 +1481,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -1531,7 +1502,6 @@ "range": "Melee", "name": "talon", "attack": 27, - "traits": null, "effects": [], "damage": "{@damage 2d8+13} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}", "types": [ @@ -1656,8 +1626,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -1668,13 +1637,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 290, - "note": null, "abilities": null } ], @@ -1692,7 +1659,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 60 }, @@ -1860,8 +1826,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -1872,13 +1837,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -1896,7 +1859,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2030,8 +1992,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -2042,13 +2003,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": null } ], @@ -2075,7 +2034,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -2204,8 +2162,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -2216,13 +2173,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -2261,7 +2216,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -2409,8 +2363,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -2421,19 +2374,16 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 235, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2562,8 +2512,7 @@ } ], "ac": { - "default": 30, - "abilities": null + "default": 30 }, "savingThrows": { "Fort": { @@ -2574,19 +2523,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "swim ": 30 }, @@ -2739,8 +2685,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -2751,13 +2696,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], @@ -2781,7 +2724,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [], @@ -2917,8 +2859,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -2929,13 +2870,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -2971,7 +2910,6 @@ } ], "speed": { - "abilities": null, "fly ": 35 }, "attacks": [ @@ -3152,8 +3090,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -3164,13 +3101,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 125, - "note": null, "abilities": null } ], @@ -3206,7 +3141,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [ @@ -3338,8 +3272,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -3350,19 +3283,16 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "swim ": 30 }, @@ -3546,8 +3476,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -3558,13 +3487,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": [ "negative healing", "rejuvenation" @@ -3603,7 +3530,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -3716,8 +3642,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -3728,19 +3653,16 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -3799,7 +3721,6 @@ { "name": "Monk Focus", "type": "Focus", - "tradition": null, "DC": 32, "attack": 25, "fp": 3, @@ -3979,8 +3900,7 @@ ], "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -3991,13 +3911,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 295, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by acid or fire)" ] @@ -4015,7 +3933,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 30 }, @@ -4361,8 +4278,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -4373,19 +4289,16 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4425,7 +4338,6 @@ { "name": "Wizard Prepared", "type": "Prepared", - "tradition": null, "DC": 32, "attack": 26, "entry": { @@ -4604,8 +4516,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -4616,19 +4527,16 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "swim ": 50 }, @@ -4637,7 +4545,6 @@ "range": "Melee", "name": "jaws", "attack": 29, - "traits": null, "effects": [], "damage": "{@damage 3d12+14} piercing plus", "types": [ @@ -4761,8 +4668,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -4773,19 +4679,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 180, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "30 feet (or fly ": 80 }, "attacks": [ @@ -4952,8 +4855,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -4964,13 +4866,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], @@ -5004,7 +4904,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5012,7 +4911,6 @@ "range": "Melee", "name": "fist", "attack": 18, - "traits": null, "effects": [ "Grab" ], @@ -5197,8 +5095,7 @@ } ], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -5209,19 +5106,16 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 375, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5396,8 +5290,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -5408,13 +5301,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], @@ -5455,7 +5346,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -5618,8 +5508,7 @@ "abilitiesTop": [], "ac": { "default": 30, - "with shield raised": 32, - "abilities": null + "with shield raised": 32 }, "savingThrows": { "Fort": { @@ -5630,13 +5519,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -5676,7 +5563,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5787,8 +5673,7 @@ "abilitiesTop": [], "ac": { "default": 37, - "with shields raised": 39, - "abilities": null + "with shields raised": 39 }, "savingThrows": { "Fort": { @@ -5799,13 +5684,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -5833,7 +5716,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -5962,8 +5844,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -5974,13 +5855,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 330, - "note": null, "abilities": null } ], @@ -6010,7 +5889,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -6185,8 +6063,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -6197,13 +6074,11 @@ }, "Will": { "default": 22 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -6221,7 +6096,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -6376,8 +6250,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -6388,13 +6261,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -6411,7 +6282,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6578,8 +6448,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -6590,19 +6459,16 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6901,8 +6767,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -6913,13 +6778,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 210, - "note": null, "abilities": null } ], @@ -6935,7 +6798,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -7098,8 +6960,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -7110,13 +6971,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 295, - "note": null, "abilities": null } ], @@ -7141,7 +7000,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "fly ": 130, "swim ": 30 @@ -7325,8 +7183,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -7337,13 +7194,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], @@ -7361,7 +7216,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -7387,7 +7241,6 @@ { "name": "Focus", "type": "Focus", - "tradition": null, "DC": 24, "fp": 3, "entry": { @@ -7484,8 +7337,7 @@ }, "abilitiesTop": [], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -7496,19 +7348,16 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 260, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -7687,8 +7536,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -7699,13 +7547,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": [ "rejuvenation" ] @@ -7749,7 +7595,6 @@ } ], "speed": { - "abilities": null, "fly ": 20 }, "attacks": [ @@ -7902,8 +7747,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -7914,13 +7758,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": [ "rejuvenation" ] @@ -7969,7 +7811,6 @@ } ], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [ @@ -8121,8 +7962,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -8133,13 +7973,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 285, - "note": null, "abilities": [ "negative healing" ] @@ -8182,7 +8020,6 @@ } ], "speed": { - "abilities": null, "fly ": 40 }, "attacks": [ @@ -8315,8 +8152,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -8327,13 +8163,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -8349,7 +8183,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -8497,8 +8330,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -8509,19 +8341,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -8670,7 +8499,6 @@ { "name": "Sorcerer Bloodline", "type": "Focus", - "tradition": null, "DC": 27, "fp": 2, "entry": { @@ -8806,8 +8634,7 @@ } ], "ac": { - "default": 29, - "abilities": null + "default": 29 }, "savingThrows": { "Fort": { @@ -8818,19 +8645,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-frp2.json b/data/bestiary/creatures-frp2.json index b8ced7de9e..08cfc50988 100644 --- a/data/bestiary/creatures-frp2.json +++ b/data/bestiary/creatures-frp2.json @@ -58,8 +58,7 @@ }, "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -71,13 +70,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -90,7 +87,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -252,8 +248,7 @@ ], "ac": { "default": 37, - "with shield raised": 39, - "abilities": null + "with shield raised": 39 }, "savingThrows": { "Fort": { @@ -264,13 +259,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -295,7 +288,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -473,8 +465,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -485,19 +476,16 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [ @@ -643,8 +631,7 @@ "abilitiesTop": [], "ac": { "default": 35, - "vs. ranged attacks": 37, - "abilities": null + "vs. ranged attacks": 37 }, "savingThrows": { "Fort": { @@ -655,19 +642,16 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 45 }, "attacks": [ @@ -908,8 +892,7 @@ }, "abilitiesTop": [], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -920,13 +903,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 330, - "note": null, "abilities": null } ], @@ -955,7 +936,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1095,8 +1075,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -1107,13 +1086,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -1131,7 +1108,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1290,8 +1266,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -1302,13 +1277,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -1341,7 +1314,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 65, "swim ": 35, @@ -1352,7 +1324,6 @@ "range": "Melee", "name": "fangs", "attack": 25, - "traits": null, "effects": [], "damage": "{@damage 3d12+11} piercing plus {@damage 1d6} cold", "types": [ @@ -1486,8 +1457,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -1498,13 +1468,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -1538,7 +1506,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "climb ": 35 }, @@ -1670,8 +1637,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -1682,13 +1648,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -1712,7 +1676,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 10 }, @@ -1961,8 +1924,7 @@ "abilitiesTop": [], "ac": { "default": 34, - "with shield raised": 36, - "abilities": null + "with shield raised": 36 }, "savingThrows": { "Fort": { @@ -1973,13 +1935,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": null } ], @@ -2018,7 +1978,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -2159,8 +2118,7 @@ ], "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -2171,19 +2129,16 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 260, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2439,8 +2394,7 @@ } ], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -2451,19 +2405,16 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2678,8 +2629,7 @@ ], "abilitiesTop": [], "ac": { - "default": 35, - "abilities": null + "default": 35 }, "savingThrows": { "Fort": { @@ -2690,19 +2640,16 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2968,8 +2915,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -2980,19 +2926,16 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3270,8 +3213,7 @@ ], "ac": { "default": 38, - "vs. reactions and ranged weapon attacks": 42, - "abilities": null + "vs. reactions and ranged weapon attacks": 42 }, "savingThrows": { "Fort": { @@ -3282,13 +3224,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -3307,7 +3247,6 @@ } ], "speed": { - "abilities": null, "walk": 50, "climb ": 35 }, @@ -3473,8 +3412,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -3485,13 +3423,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 230, - "note": null, "abilities": null } ], @@ -3521,7 +3457,6 @@ } ], "speed": { - "abilities": null, "swim ": 40 }, "attacks": [ @@ -3688,8 +3623,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -3700,19 +3634,16 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3973,8 +3904,7 @@ ], "ac": { "default": 37, - "with shield raised": 39, - "abilities": null + "with shield raised": 39 }, "savingThrows": { "Fort": { @@ -3985,13 +3915,11 @@ }, "Will": { "default": 21 - }, - "abilities": null + } }, "hp": [ { "hp": 275, - "note": null, "abilities": null } ], @@ -4016,7 +3944,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4201,8 +4128,7 @@ } ], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -4213,13 +4139,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -4252,7 +4176,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4521,8 +4444,7 @@ ], "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -4533,19 +4455,16 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 15 }, @@ -4702,8 +4621,7 @@ }, "abilitiesTop": [], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -4714,13 +4632,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 280, - "note": null, "abilities": null } ], @@ -4942,8 +4858,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -4954,13 +4869,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": [ "fast healing 10", "negative healing", @@ -5135,8 +5048,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -5147,13 +5059,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 200, - "note": null, "abilities": null } ], @@ -5349,8 +5259,7 @@ ], "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -5361,19 +5270,16 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 260, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5611,8 +5517,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -5623,13 +5528,11 @@ }, "Will": { "default": 32 - }, - "abilities": null + } }, "hp": [ { "hp": 420, - "note": null, "abilities": null } ], @@ -5670,7 +5573,6 @@ } ], "speed": { - "abilities": null, "walk": 35, "fly ": 35 }, @@ -5826,8 +5728,7 @@ ], "abilitiesTop": [], "ac": { - "default": 31, - "abilities": null + "default": 31 }, "savingThrows": { "Fort": { @@ -5838,13 +5739,11 @@ }, "Will": { "default": 24 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": [ "fast healing 10", "negative healing", @@ -6057,8 +5956,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -6069,13 +5967,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 380, - "note": null, "abilities": null } ], @@ -6105,7 +6001,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6307,8 +6202,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -6319,19 +6213,16 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "fly ": 80 }, @@ -6599,8 +6490,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -6611,19 +6501,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -6780,8 +6667,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -6792,13 +6678,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 290, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by acid or fire)" ] @@ -7082,8 +6966,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -7094,13 +6977,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -7118,7 +6999,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -7279,8 +7159,7 @@ ], "abilitiesTop": [], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -7291,19 +7170,16 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -7472,7 +7348,6 @@ { "name": "Sorcerer Bloodline", "type": "Focus", - "tradition": null, "DC": 35, "fp": 3, "entry": { @@ -7586,8 +7461,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -7598,13 +7472,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -7633,7 +7505,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 20, "swim ": 20 @@ -7787,8 +7658,7 @@ ], "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -7799,19 +7669,16 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -8130,8 +7997,7 @@ } ], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -8142,13 +8008,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 270, - "note": null, "abilities": [ "{@ability regeneration} 15 (deactivated by fire)" ] @@ -8181,7 +8045,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 40 }, @@ -8422,8 +8285,7 @@ } ], "ac": { - "default": 32, - "abilities": null + "default": 32 }, "savingThrows": { "Fort": { @@ -8434,13 +8296,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -8458,7 +8318,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -8628,8 +8487,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -8640,13 +8498,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 240, - "note": null, "abilities": null } ], @@ -8664,7 +8520,6 @@ } ], "speed": { - "abilities": null, "walk": 45 }, "attacks": [ @@ -8703,7 +8558,6 @@ { "name": "Focus", "type": "Focus", - "tradition": null, "DC": 30, "fp": 3, "entry": { @@ -8828,8 +8682,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -8840,13 +8693,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -8873,7 +8724,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -9041,8 +8891,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -9053,19 +8902,16 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 190, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9322,8 +9168,7 @@ } ], "ac": { - "default": 34, - "abilities": null + "default": 34 }, "savingThrows": { "Fort": { @@ -9334,13 +9179,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 310, - "note": null, "abilities": null } ], @@ -9364,7 +9207,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -9504,8 +9346,7 @@ } ], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -9516,19 +9357,16 @@ }, "Will": { "default": 19 - }, - "abilities": null + } }, "hp": [ { "hp": 175, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9710,7 +9548,6 @@ { "name": "Sorcerer Bloodline", "type": "Focus", - "tradition": null, "DC": 32, "fp": 3, "entry": { @@ -9751,7 +9588,6 @@ "note": "", "DC": 30, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -9854,8 +9690,7 @@ }, "abilitiesTop": [], "ac": { - "default": 37, - "abilities": null + "default": 37 }, "savingThrows": { "Fort": { @@ -9866,13 +9701,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 250, - "note": null, "abilities": null } ], @@ -9890,7 +9723,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-frp3.json b/data/bestiary/creatures-frp3.json index f87463a71e..bb396b4aa4 100644 --- a/data/bestiary/creatures-frp3.json +++ b/data/bestiary/creatures-frp3.json @@ -74,8 +74,7 @@ } ], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -86,13 +85,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 350, - "note": null, "abilities": null } ], @@ -173,7 +170,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -403,8 +399,7 @@ } ], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -415,13 +410,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 366, - "note": null, "abilities": null } ], @@ -445,7 +438,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -640,8 +632,7 @@ }, "abilitiesTop": [], "ac": { - "default": 33, - "abilities": null + "default": 33 }, "savingThrows": { "Fort": { @@ -652,13 +643,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 255, - "note": null, "abilities": null } ], @@ -702,7 +691,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -855,8 +843,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -867,13 +854,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 445, - "note": null, "abilities": null } ], @@ -899,7 +884,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -1104,8 +1088,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -1116,13 +1099,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 335, - "note": null, "abilities": null } ], @@ -1171,7 +1152,6 @@ } ], "speed": { - "abilities": null, "walk": 60 }, "attacks": [ @@ -1385,8 +1365,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -1397,13 +1376,11 @@ }, "Will": { "default": 34 - }, - "abilities": null + } }, "hp": [ { "hp": 450, - "note": null, "abilities": null } ], @@ -1569,8 +1546,7 @@ }, "abilitiesTop": [], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -1581,13 +1557,11 @@ }, "Will": { "default": 25 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": null } ], @@ -1642,7 +1616,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 40 }, @@ -1837,8 +1810,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -1849,13 +1821,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 320, - "note": null, "abilities": null } ], @@ -2089,8 +2059,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -2101,13 +2070,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 310, - "note": null, "abilities": null } ], @@ -2119,7 +2086,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -2362,8 +2328,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -2374,13 +2339,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], @@ -2420,7 +2383,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "fly ": 100 }, @@ -2624,8 +2586,7 @@ } ], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -2636,13 +2597,11 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { "hp": 340, - "note": null, "abilities": null } ], @@ -2697,7 +2656,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -2912,8 +2870,7 @@ } ], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -2924,19 +2881,16 @@ }, "Will": { "default": 35 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3086,8 +3040,7 @@ }, "abilitiesTop": [], "ac": { - "default": 43, - "abilities": null + "default": 43 }, "savingThrows": { "Fort": { @@ -3098,19 +3051,16 @@ }, "Will": { "default": 38 - }, - "abilities": null + } }, "hp": [ { "hp": 400, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "swim ": 80 }, @@ -3347,8 +3297,7 @@ }, "Will": { "default": 27 - }, - "abilities": null + } }, "hp": [ { @@ -3429,7 +3378,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "swim ": 60 }, @@ -3579,8 +3527,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -3591,19 +3538,16 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 300, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -3799,8 +3743,7 @@ } ], "ac": { - "default": 39, - "abilities": null + "default": 39 }, "savingThrows": { "Fort": { @@ -3811,13 +3754,11 @@ }, "Will": { "default": 29 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": null } ], @@ -3854,7 +3795,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "climb ": 20 }, @@ -4035,8 +3975,7 @@ } ], "ac": { - "default": 44, - "abilities": null + "default": 44 }, "savingThrows": { "Fort": { @@ -4047,13 +3986,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 460, - "note": null, "abilities": null } ], @@ -4083,7 +4020,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 60 }, @@ -4267,8 +4203,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -4279,13 +4214,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 295, - "note": null, "abilities": null } ], @@ -4333,7 +4266,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "fly ": 60 }, @@ -4529,8 +4461,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -4541,13 +4472,11 @@ }, "Will": { "default": 30 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": null } ], @@ -4565,7 +4494,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -4771,8 +4699,7 @@ } ], "ac": { - "default": 51, - "abilities": null + "default": 51 }, "savingThrows": { "Fort": { @@ -4783,13 +4710,11 @@ }, "Will": { "default": 42 - }, - "abilities": null + } }, "hp": [ { "hp": 550, - "note": null, "abilities": null } ], @@ -4858,7 +4783,6 @@ } ], "speed": { - "abilities": null, "walk": 60, "fly ": 60 }, @@ -5042,8 +4966,7 @@ } ], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -5054,13 +4977,11 @@ }, "Will": { "default": 38 - }, - "abilities": null + } }, "hp": [ { "hp": 320, - "note": null, "abilities": [ "{@ability regeneration} 25 (deactivated by cold iron or evil)" ] @@ -5095,7 +5016,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "swim ": 40 }, @@ -5332,8 +5252,7 @@ ], "abilitiesTop": [], "ac": { - "default": 45, - "abilities": null + "default": 45 }, "savingThrows": { "Fort": { @@ -5344,13 +5263,11 @@ }, "Will": { "default": 33 - }, - "abilities": null + } }, "hp": [ { "hp": 475, - "note": null, "abilities": [ "negative healing" ] @@ -5404,7 +5321,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5617,8 +5533,7 @@ } ], "ac": { - "default": 48, - "abilities": null + "default": 48 }, "savingThrows": { "Fort": { @@ -5629,13 +5544,11 @@ }, "Will": { "default": 36 - }, - "abilities": null + } }, "hp": [ { "hp": 380, - "note": null, "abilities": [ "fast healing 20" ] @@ -5949,8 +5862,7 @@ } ], "ac": { - "default": 42, - "abilities": null + "default": 42 }, "savingThrows": { "Fort": { @@ -5961,13 +5873,11 @@ }, "Will": { "default": 36 - }, - "abilities": null + } }, "hp": [ { "hp": 360, - "note": null, "abilities": null } ], @@ -6296,8 +6206,7 @@ ], "ac": { "default": 38, - "while piloting Solar Jian II": 42, - "abilities": null + "while piloting Solar Jian II": 42 }, "savingThrows": { "Fort": { @@ -6308,13 +6217,11 @@ }, "Will": { "default": 23 - }, - "abilities": null + } }, "hp": [ { "hp": 265, - "note": null, "abilities": null } ], @@ -6333,7 +6240,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-gmg.json b/data/bestiary/creatures-gmg.json index d8fdfa9e9c..d133187529 100644 --- a/data/bestiary/creatures-gmg.json +++ b/data/bestiary/creatures-gmg.json @@ -57,8 +57,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -69,19 +68,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -117,7 +113,6 @@ { "name": "Cleric Domain", "type": "Focus", - "tradition": null, "DC": 17, "fp": 1, "entry": { @@ -211,8 +206,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -223,13 +217,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": null } ], @@ -254,7 +246,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -403,20 +394,13 @@ "concentrate" ], "entries": [ - "The adept focuses inward to muster knowledge and wisdom. While in this state of concentration, they gain a +2 status bonus to checks to." + "The adept focuses inward to muster knowledge and wisdom. While in this state of concentration, they gain a +2 status bonus to checks to {@action Recall Knowledge}, but take a \u20132 penalty to {@skill Perception}. They can end their focused state with a single action, which has the {@trait concentrate} trait." ], "name": "Focused Thinker" - }, - { - "entries": [ - "Knowledge, but take a \u20132 penalty to {@skill Perception}. They can end their focused state with a single action, which has the {@trait concentrate} trait." - ], - "name": "Recall" } ], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -427,19 +411,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -576,8 +557,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -588,19 +568,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 56, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -789,8 +766,7 @@ ], "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -801,13 +777,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -830,7 +804,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -865,7 +838,6 @@ { "name": "Champion Devotion", "type": "Focus", - "tradition": null, "DC": 20, "fp": 1, "entry": { @@ -962,8 +934,7 @@ } ], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -974,19 +945,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -994,7 +962,6 @@ "range": "Melee", "name": "stone pestle", "attack": 4, - "traits": null, "effects": [], "damage": "{@damage 1d6} bludgeoning", "types": [ @@ -1090,8 +1057,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -1102,19 +1068,16 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1233,8 +1196,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -1245,19 +1207,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1397,8 +1356,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -1409,13 +1367,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], @@ -1440,7 +1396,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1592,8 +1547,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -1604,13 +1558,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 23, - "note": null, "abilities": null } ], @@ -1629,7 +1581,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1728,8 +1679,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -1740,13 +1690,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -1759,7 +1707,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1909,8 +1856,7 @@ } ], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -1921,19 +1867,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2081,8 +2024,7 @@ } ], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -2093,19 +2035,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2227,8 +2166,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -2239,19 +2177,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 54, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2401,8 +2336,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -2413,19 +2347,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 10, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2531,8 +2462,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -2543,19 +2473,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2663,8 +2590,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -2675,19 +2601,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2709,7 +2632,6 @@ "range": "Melee", "name": "naval pike", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ @@ -2852,8 +2774,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2864,19 +2785,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3013,8 +2931,7 @@ "abilitiesTop": [], "ac": { "default": 21, - "vs. traps": 22, - "abilities": null + "vs. traps": 22 }, "savingThrows": { "Fort": { @@ -3025,13 +2942,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -3056,7 +2971,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -3210,8 +3124,7 @@ ], "ac": { "default": 24, - "with shield raised": 26, - "abilities": null + "with shield raised": 26 }, "savingThrows": { "Fort": { @@ -3222,13 +3135,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -3278,7 +3189,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -3414,8 +3324,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -3426,19 +3335,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3632,8 +3538,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -3644,13 +3549,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -3673,7 +3576,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3847,8 +3749,7 @@ ], "abilitiesTop": [], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -3859,19 +3760,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 10, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3984,8 +3882,7 @@ ], "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -3996,13 +3893,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -4029,7 +3924,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4250,8 +4144,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -4262,19 +4155,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4395,8 +4285,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -4407,19 +4296,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4567,8 +4453,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -4579,19 +4464,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -4810,8 +4692,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -4822,19 +4703,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 56, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5009,8 +4887,7 @@ ], "abilitiesTop": [], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -5021,19 +4898,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5160,8 +5034,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -5172,19 +5045,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5300,8 +5170,7 @@ ], "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -5312,19 +5181,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5449,8 +5315,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -5461,19 +5326,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 51, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5621,8 +5483,7 @@ ], "abilitiesTop": [], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -5633,19 +5494,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5797,8 +5655,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -5809,19 +5666,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -5970,8 +5824,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -5982,13 +5835,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 104, - "note": null, "abilities": null } ], @@ -6025,7 +5876,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -6186,8 +6036,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -6198,19 +6047,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6218,7 +6064,6 @@ "range": "Melee", "name": "shovel", "attack": 6, - "traits": null, "effects": [], "damage": "{@damage 1d6+1} bludgeoning", "types": [ @@ -6301,8 +6146,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -6313,19 +6157,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 22, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6333,7 +6174,6 @@ "range": "Melee", "name": "shovel", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ @@ -6425,8 +6265,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -6437,13 +6276,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -6460,7 +6297,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6468,7 +6304,6 @@ "range": "Melee", "name": "club", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ @@ -6585,8 +6420,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -6597,13 +6431,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -6622,7 +6454,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6747,8 +6578,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -6759,19 +6589,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -6912,8 +6739,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -6924,19 +6750,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 46, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -7049,8 +6872,7 @@ ], "abilitiesTop": [], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -7061,19 +6883,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -7185,8 +7004,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -7197,19 +7015,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -7357,8 +7172,7 @@ } ], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -7369,19 +7183,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -7493,8 +7304,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -7505,13 +7315,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -7528,7 +7336,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -7536,7 +7343,6 @@ "range": "Melee", "name": "club", "attack": 11, - "traits": null, "effects": [], "damage": "{@damage 1d6+8} bludgeoning", "types": [ @@ -7690,8 +7496,7 @@ } ], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -7702,19 +7507,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -7722,7 +7524,6 @@ "range": "Melee", "name": "gavel", "attack": 4, - "traits": null, "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ @@ -7835,8 +7636,7 @@ } ], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -7847,19 +7647,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 6, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -7972,8 +7769,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -7984,19 +7780,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 31, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -8181,8 +7974,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -8193,19 +7985,16 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 54, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -8303,7 +8092,6 @@ { "name": "Bard Composition", "type": "Focus", - "tradition": null, "DC": 22, "entry": { "0": { @@ -8423,8 +8211,7 @@ } ], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -8435,19 +8222,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 7, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -8550,8 +8334,7 @@ ], "abilitiesTop": [], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -8562,19 +8345,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -8675,8 +8455,7 @@ ], "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -8687,13 +8466,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 108, - "note": null, "abilities": null } ], @@ -8710,7 +8487,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -8854,8 +8630,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -8866,19 +8641,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9005,8 +8777,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -9017,19 +8788,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 58, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9053,7 +8821,6 @@ { "name": "Wizard Prepared", "type": "Prepared", - "tradition": null, "DC": 21, "attack": 13, "entry": { @@ -9226,8 +8993,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -9238,19 +9004,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9374,8 +9137,7 @@ ], "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -9386,13 +9148,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -9409,7 +9169,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9533,8 +9292,7 @@ } ], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -9545,19 +9303,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9666,8 +9421,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -9678,13 +9432,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 32, - "note": null, "abilities": null } ], @@ -9707,7 +9459,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -9839,8 +9590,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -9851,19 +9601,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 73, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -10075,8 +9822,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -10087,19 +9833,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -10107,7 +9850,6 @@ "range": "Melee", "name": "club", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ @@ -10216,8 +9958,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -10228,19 +9969,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -10440,8 +10178,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -10452,19 +10189,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 17, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -10593,8 +10327,7 @@ "{@item flail}, manifesto (functions as {@item religious text}), pouch of rocks, robes" ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -10605,19 +10338,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -10720,7 +10450,6 @@ { "name": "Cleric Domain", "type": "Focus", - "tradition": null, "DC": 18, "fp": 1, "entry": { @@ -10818,8 +10547,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -10830,13 +10558,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 92, - "note": null, "abilities": null } ], @@ -10855,7 +10581,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -10989,8 +10714,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -11001,13 +10725,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 32, - "note": null, "abilities": null } ], @@ -11024,7 +10746,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -11032,7 +10753,6 @@ "range": "Melee", "name": "club", "attack": 9, - "traits": null, "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ @@ -11188,8 +10908,7 @@ ], "ac": { "default": 18, - "vs. traps": 20, - "abilities": null + "vs. traps": 20 }, "savingThrows": { "Fort": { @@ -11201,19 +10920,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 27, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -11337,8 +11053,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -11349,13 +11064,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 86, - "note": null, "abilities": null } ], @@ -11380,7 +11093,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -11479,8 +11191,7 @@ "abilitiesTop": [], "ac": { "default": 15, - "with platter raised": 16, - "abilities": null + "with platter raised": 16 }, "savingThrows": { "Fort": { @@ -11491,19 +11202,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -11599,8 +11307,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -11611,13 +11318,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 7, - "note": null, "abilities": null } ], @@ -11637,7 +11342,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -11749,8 +11453,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -11761,13 +11464,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -11780,7 +11481,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -11930,8 +11630,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -11942,19 +11641,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -12089,8 +11785,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -12101,19 +11796,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -12238,8 +11930,7 @@ } ], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -12250,19 +11941,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -12385,8 +12073,7 @@ } ], "ac": { - "default": 14, - "abilities": null + "default": 14 }, "savingThrows": { "Fort": { @@ -12397,19 +12084,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -12541,8 +12225,7 @@ } ], "ac": { - "default": 12, - "abilities": null + "default": 12 }, "savingThrows": { "Fort": { @@ -12553,19 +12236,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 5, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -12669,8 +12349,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -12681,19 +12360,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 15 }, @@ -12812,8 +12488,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -12824,19 +12499,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -12844,7 +12516,6 @@ "range": "Melee", "name": "torch", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} bludgeoning plus 1 fire", "types": [ @@ -12971,8 +12642,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -12983,19 +12653,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -13132,8 +12799,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -13144,19 +12810,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 38, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -13321,8 +12984,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -13333,19 +12995,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -13465,8 +13124,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -13477,13 +13135,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 96, - "note": null, "abilities": null } ], @@ -13502,7 +13158,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -13611,8 +13266,7 @@ "abilitiesTop": [], "ac": { "default": 20, - "with shield raised": 22, - "abilities": null + "with shield raised": 22 }, "savingThrows": { "Fort": { @@ -13623,13 +13277,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -13673,7 +13325,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -13795,8 +13446,7 @@ "abilitiesTop": [], "ac": { "default": 22, - "with shield raised": 24, - "abilities": null + "with shield raised": 24 }, "savingThrows": { "Fort": { @@ -13807,13 +13457,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 58, - "note": null, "abilities": null } ], @@ -13842,7 +13490,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ diff --git a/data/bestiary/creatures-lome.json b/data/bestiary/creatures-lome.json index 44b27ebbb3..bb30a95470 100644 --- a/data/bestiary/creatures-lome.json +++ b/data/bestiary/creatures-lome.json @@ -63,8 +63,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -75,19 +74,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -111,7 +107,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [], "damage": "{@damage 2d12+9} piercing", "types": [ @@ -243,8 +238,7 @@ ], "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -255,19 +249,16 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -398,7 +389,6 @@ "note": "", "DC": 22, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -519,8 +509,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -531,19 +520,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 27, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -606,7 +592,6 @@ "note": "", "DC": 15, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -729,8 +714,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -741,19 +725,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 58, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -850,7 +831,6 @@ "note": "", "DC": 19, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -965,8 +945,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -977,19 +956,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35, "climb ": 20 }, @@ -1131,8 +1107,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -1143,13 +1118,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 58, - "note": null, "abilities": null } ], @@ -1165,7 +1138,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -1173,7 +1145,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "traits": null, "effects": [], "damage": "{@damage 2d8+4} piercing", "types": [ @@ -1323,8 +1294,7 @@ "abilitiesTop": [], "ac": { "default": 16, - "with shield raised": 18, - "abilities": null + "with shield raised": 18 }, "savingThrows": { "Fort": { @@ -1335,13 +1305,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 19, - "note": null, "abilities": null } ], @@ -1357,7 +1325,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -1365,7 +1332,6 @@ "range": "Melee", "name": "jaws", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ @@ -1376,7 +1342,6 @@ "range": "Melee", "name": "spear", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ @@ -1504,8 +1469,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -1516,19 +1480,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -1756,8 +1717,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -1768,13 +1728,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -1804,7 +1762,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -1984,8 +1941,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -1996,19 +1952,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -2201,8 +2154,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -2213,19 +2165,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -2233,7 +2182,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ @@ -2422,8 +2370,7 @@ } ], "ac": { - "default": 38, - "abilities": null + "default": 38 }, "savingThrows": { "Fort": { @@ -2434,13 +2381,11 @@ }, "Will": { "default": 26 - }, - "abilities": null + } }, "hp": [ { "hp": 370, - "note": null, "abilities": null } ], @@ -2456,7 +2401,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "swim ": 30 }, @@ -2657,8 +2601,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -2669,13 +2612,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -2700,7 +2641,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2721,7 +2661,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [ "Grab" ], @@ -2829,8 +2768,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -2841,19 +2779,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -2876,7 +2811,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ @@ -2980,8 +2914,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2992,19 +2925,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 40 }, @@ -3068,8 +2998,6 @@ "note": "", "DC": 19, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -3189,8 +3117,7 @@ } ], "ac": { - "default": 40, - "abilities": null + "default": 40 }, "savingThrows": { "Fort": { @@ -3201,13 +3128,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 285, - "note": null, "abilities": null } ], @@ -3471,8 +3396,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -3483,13 +3407,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -3507,7 +3429,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "swim ": 40 }, @@ -3658,8 +3579,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -3670,19 +3590,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -3705,7 +3622,6 @@ "range": "Melee", "name": "jaws", "attack": 7, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ @@ -3799,8 +3715,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -3811,19 +3726,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 25 }, @@ -3832,7 +3744,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "traits": null, "effects": [ "rompo chills" ], @@ -3884,7 +3795,6 @@ "DC": 19, "savingThrow": "Fortitude", "onset": "1 day", - "maxDuration": null, "stages": [ { "stage": 1, @@ -3984,8 +3894,7 @@ }, "abilitiesTop": [], "ac": { - "default": 36, - "abilities": null + "default": 36 }, "savingThrows": { "Fort": { @@ -3996,13 +3905,11 @@ }, "Will": { "default": 28 - }, - "abilities": null + } }, "hp": [ { "hp": 320, - "note": null, "abilities": [ "rejuvenation" ] @@ -4056,7 +3963,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [ @@ -4182,8 +4088,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -4194,13 +4099,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -4224,7 +4127,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "fly ": 60 }, @@ -4233,7 +4135,6 @@ "range": "Melee", "name": "beak", "attack": 18, - "traits": null, "effects": [], "damage": "{@damage 2d10+11} piercing", "types": [ @@ -4357,8 +4258,7 @@ }, "abilitiesTop": [], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -4369,13 +4269,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 220, - "note": null, "abilities": null } ], @@ -4393,7 +4291,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "burrow ": 10, "climb ": 30, @@ -4404,7 +4301,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "traits": null, "effects": [], "damage": "{@damage 2d10+11} piercing plus", "types": [ @@ -4486,7 +4382,6 @@ "note": "", "DC": 29, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { diff --git a/data/bestiary/creatures-ltiba.json b/data/bestiary/creatures-ltiba.json index 318f6baaf4..36ed1c174f 100644 --- a/data/bestiary/creatures-ltiba.json +++ b/data/bestiary/creatures-ltiba.json @@ -34,8 +34,7 @@ "abilitiesTop": [], "ac": { "default": 17, - "when broken": 13, - "abilities": null + "when broken": 13 }, "savingThrows": { "Fort": { @@ -46,13 +45,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -87,7 +84,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -95,7 +91,6 @@ "range": "Melee", "name": "headbutt", "attack": 8, - "traits": null, "effects": [ "{@damage 1d8+2} Bludgeoning" ], diff --git a/data/bestiary/creatures-sli.json b/data/bestiary/creatures-sli.json index e7a4630155..7da298ecbb 100644 --- a/data/bestiary/creatures-sli.json +++ b/data/bestiary/creatures-sli.json @@ -60,8 +60,7 @@ }, "abilitiesTop": [], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -72,13 +71,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], @@ -120,7 +117,6 @@ "range": "Melee", "name": "jaws", "attack": 18, - "traits": null, "effects": [], "damage": "{@damage 2d10+8} piercing", "types": [ @@ -297,8 +293,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -309,13 +304,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -342,7 +335,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -454,8 +446,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -466,13 +457,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 80, - "note": null, "abilities": null } ], @@ -671,8 +660,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -683,19 +671,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -759,7 +744,6 @@ "note": "", "DC": 21, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -894,8 +878,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -906,13 +889,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 85, - "note": null, "abilities": null } ], @@ -1083,8 +1064,7 @@ }, "abilitiesTop": [], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -1095,13 +1075,11 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], @@ -1124,9 +1102,10 @@ "abilitiesMid": [ { "entries": [ - "Antimagic harmed by cold and water ({@dice 5d8}; {@dice 2d6} from areas and {@condition persistent damage}); healed by acid (area {@dice 2d6} HP); {@condition slowed} by earth." + "harmed by cold and water ({@dice 5d8}; {@dice 2d6} from areas and {@condition persistent damage}); healed by acid (area {@dice 2d6} HP); {@condition slowed} by earth." ], - "name": "Golem" + "name": "Golem Antimagic", + "generic": true }, { "entries": [ @@ -1136,7 +1115,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -1198,15 +1176,9 @@ }, { "entries": [ - "Curse Cursebreaker can cast a 10th-level {@spell remove curse} spell at will, targeting every resident of the city." - ], - "name": "Undo" - }, - { - "entries": [ - "Kibwe. Cursebreaker must be stationed in the upper level of the Archive of the Sun with its sun symbols activated to use this ability." + "Cursebreaker can cast a 10th-level {@spell remove curse} spell at will, targeting every resident of the city of Kibwe. Cursebreaker must be stationed in the upper level of the Archive of the Sun with its sun symbols activated to use this ability." ], - "name": "of" + "name": "Undo Curse" } ], "inflicts": { @@ -1284,8 +1256,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -1296,13 +1267,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 160, - "note": null, "abilities": null } ], @@ -1335,7 +1304,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 20 }, @@ -1344,7 +1312,6 @@ "range": "Melee", "name": "pseudopod", "attack": 17, - "traits": null, "effects": [ "Grab" ], @@ -1469,8 +1436,7 @@ ], "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -1481,13 +1447,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 90, - "note": null, "abilities": null } ], @@ -1511,7 +1475,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1681,8 +1644,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -1693,13 +1655,11 @@ }, "Will": { "default": 18 - }, - "abilities": null + } }, "hp": [ { "hp": 155, - "note": null, "abilities": null } ], @@ -1721,7 +1681,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1872,7 +1831,6 @@ { "name": "Bard Composition", "type": "Focus", - "tradition": null, "DC": 28, "fp": 2, "entry": { diff --git a/data/bestiary/creatures-sot1.json b/data/bestiary/creatures-sot1.json index da150328c8..df3021c9e9 100644 --- a/data/bestiary/creatures-sot1.json +++ b/data/bestiary/creatures-sot1.json @@ -58,8 +58,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -70,13 +69,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -101,7 +98,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -338,8 +334,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -350,19 +345,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -460,7 +452,6 @@ "note": "", "DC": 18, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4\nrounds", "stages": [ { @@ -590,8 +581,7 @@ ], "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -602,19 +592,16 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -705,7 +692,6 @@ "note": "", "DC": 15, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -814,8 +800,7 @@ ], "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -826,13 +811,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -872,7 +855,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -947,8 +929,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -959,13 +940,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -983,7 +962,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "burrow ": 10, "fly ": 40 @@ -1074,8 +1052,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -1086,13 +1063,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 17, - "note": null, "abilities": null } ], @@ -1110,7 +1085,6 @@ } ], "speed": { - "abilities": null, "walk": 40, "climb ": 20 }, @@ -1119,7 +1093,6 @@ "range": "Melee", "name": "mandibles", "attack": 8, - "traits": null, "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ @@ -1199,8 +1172,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -1211,19 +1183,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 40 }, @@ -1232,7 +1201,6 @@ "range": "Melee", "name": "proboscis", "attack": 11, - "traits": null, "effects": [ "sleeping sickness" ], @@ -1264,8 +1232,6 @@ "note": "", "DC": 18, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -1354,8 +1320,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -1366,13 +1331,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], @@ -1390,7 +1353,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "fly ": 40 }, @@ -1500,8 +1462,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -1512,13 +1473,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 35, - "note": null, "abilities": null } ], @@ -1542,7 +1501,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "burrow ": 10, "climb ": 10 @@ -1765,8 +1723,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -1777,13 +1734,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -1820,7 +1775,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -1985,8 +1939,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -1997,19 +1950,16 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 18, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2052,7 +2002,6 @@ "note": " A scrit's fingers are perpetually\ncovered in smeared ink from the writing it's\ndestroyed. This ink mixes with its skin oils to\ncreate a disgusting, sticky poison.", "DC": 14, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -2131,8 +2080,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -2143,13 +2091,11 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -2196,7 +2142,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -2276,8 +2221,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -2288,13 +2232,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], @@ -2327,7 +2269,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2413,8 +2354,7 @@ }, "abilitiesTop": [], "ac": { - "default": 13, - "abilities": null + "default": 13 }, "savingThrows": { "Fort": { @@ -2425,13 +2365,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 9, - "note": null, "abilities": null } ], @@ -2454,7 +2392,6 @@ ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40, "climb ": 20 }, @@ -2539,8 +2476,7 @@ }, "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -2551,13 +2487,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 15, - "note": null, "abilities": null } ], @@ -2576,7 +2510,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2721,8 +2654,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -2733,13 +2665,11 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -2759,7 +2689,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2983,8 +2912,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2995,13 +2923,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -3022,7 +2948,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3160,8 +3085,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -3172,13 +3096,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -3197,7 +3119,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -3205,7 +3126,6 @@ "range": "Melee", "name": "fist", "attack": 11, - "traits": null, "effects": [ "purple pox" ], @@ -3242,7 +3162,6 @@ "DC": 18, "savingThrow": "Fortitude", "onset": "1 minute", - "maxDuration": null, "stages": [ { "stage": 1, @@ -3362,8 +3281,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -3374,13 +3292,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 68, - "note": null, "abilities": null } ], @@ -3404,7 +3320,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, diff --git a/data/bestiary/creatures-sot2.json b/data/bestiary/creatures-sot2.json index 19a0ee083a..5f9f35efb3 100644 --- a/data/bestiary/creatures-sot2.json +++ b/data/bestiary/creatures-sot2.json @@ -67,8 +67,7 @@ } ], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -79,19 +78,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 62, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "swim ": 30 }, @@ -100,7 +96,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "traits": null, "effects": [ "Grab" ], @@ -225,8 +220,7 @@ } ], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -237,19 +231,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -478,8 +469,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -490,13 +480,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 135, - "note": null, "abilities": null } ], @@ -509,7 +497,6 @@ } ], "speed": { - "abilities": null, "walk": 30, "climb ": 20 }, @@ -683,8 +670,7 @@ } ], "ac": { - "default": 28, - "abilities": null + "default": 28 }, "savingThrows": { "Fort": { @@ -695,13 +681,11 @@ }, "Will": { "default": 17 - }, - "abilities": null + } }, "hp": [ { "hp": 170, - "note": null, "abilities": null } ], @@ -885,8 +869,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -897,13 +880,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 130, - "note": null, "abilities": null } ], @@ -921,7 +902,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "swim ": 50 }, @@ -930,7 +910,6 @@ "range": "Melee", "name": "jaws", "attack": 18, - "traits": null, "effects": [], "damage": "{@damage 2d10+9} piercing", "types": [ @@ -1104,8 +1083,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -1116,13 +1094,11 @@ }, "Will": { "default": 16 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -1388,8 +1364,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -1400,13 +1375,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -1479,7 +1452,6 @@ "note": "", "DC": 21, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -1596,8 +1568,7 @@ }, "abilitiesTop": [], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -1608,19 +1579,16 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30, "fly ": 60, @@ -1631,7 +1599,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 2d10+6} piercing", "types": [ @@ -1813,8 +1780,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -1825,19 +1791,16 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30 }, "attacks": [ @@ -1989,8 +1952,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -2001,13 +1963,11 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], @@ -2020,7 +1980,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [ @@ -2138,8 +2097,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -2150,13 +2108,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 95, - "note": null, "abilities": null } ], @@ -2181,7 +2137,6 @@ } ], "speed": { - "abilities": null, "walk": 10, "fly ": 60 }, @@ -2190,7 +2145,6 @@ "range": "Melee", "name": "beak", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 2d10+8} piercing", "types": [ @@ -2304,8 +2258,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -2316,19 +2269,16 @@ }, "Will": { "default": 13 - }, - "abilities": null + } }, "hp": [ { "hp": 100, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 15 }, @@ -2352,7 +2302,6 @@ "range": "Melee", "name": "tail (agile)", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 1d8+6} bludgeoning", "types": [ @@ -2363,7 +2312,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 1d6+6} piercing", "types": [ @@ -2476,8 +2424,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -2488,19 +2435,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -2626,8 +2570,7 @@ }, "abilitiesTop": [], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -2638,13 +2581,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 110, - "note": null, "abilities": null } ], @@ -2805,8 +2746,7 @@ } ], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -2817,13 +2757,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], @@ -2851,7 +2789,6 @@ } ], "speed": { - "abilities": null, "walk": 10 }, "attacks": [ @@ -2955,8 +2892,7 @@ }, "abilitiesTop": [], "ac": { - "default": 26, - "abilities": null + "default": 26 }, "savingThrows": { "Fort": { @@ -2967,19 +2903,16 @@ }, "Will": { "default": 15 - }, - "abilities": null + } }, "hp": [ { "hp": 140, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "swim ": 25 }, @@ -2988,7 +2921,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "traits": null, "effects": [ "Grab" ], @@ -3134,8 +3066,7 @@ } ], "ac": { - "default": 25, - "abilities": null + "default": 25 }, "savingThrows": { "Fort": { @@ -3146,19 +3077,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "swim ": 15 }, @@ -3167,7 +3095,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ @@ -3178,7 +3105,6 @@ "range": "Melee", "name": "tail (agile)", "attack": 16, - "traits": null, "effects": [], "damage": "{@damage 1d4+5} bludgeoning", "types": [ @@ -3339,8 +3265,7 @@ } ], "ac": { - "default": 27, - "abilities": null + "default": 27 }, "savingThrows": { "Fort": { @@ -3351,19 +3276,16 @@ }, "Will": { "default": 20 - }, - "abilities": null + } }, "hp": [ { "hp": 150, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3371,7 +3293,6 @@ "range": "Melee", "name": "fangs", "attack": 19, - "traits": null, "effects": [ "serpentfolk venom" ], @@ -3664,8 +3585,7 @@ "abilitiesTop": [], "ac": { "default": 24, - "with shed scales": 22, - "abilities": null + "with shed scales": 22 }, "savingThrows": { "Fort": { @@ -3677,13 +3597,11 @@ "Will": { "default": 12, "status vs. mental": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 120, - "note": null, "abilities": null } ], @@ -3720,7 +3638,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ @@ -3741,7 +3658,6 @@ "range": "Melee", "name": "fangs", "attack": 17, - "traits": null, "effects": [ "serpentfolk venom" ], @@ -3894,8 +3810,7 @@ } ], "ac": { - "default": 24, - "abilities": null + "default": 24 }, "savingThrows": { "Fort": { @@ -3907,19 +3822,16 @@ "Will": { "default": 17, "status vs. mental": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 105, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [ diff --git a/data/bestiary/creatures-tio.json b/data/bestiary/creatures-tio.json index aa6f7008fb..29acede627 100644 --- a/data/bestiary/creatures-tio.json +++ b/data/bestiary/creatures-tio.json @@ -41,8 +41,7 @@ }, "abilitiesTop": [], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -53,13 +52,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -80,7 +77,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [], @@ -159,8 +155,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -171,13 +166,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -195,7 +188,6 @@ } ], "speed": { - "abilities": null, "walk": 40 }, "attacks": [], @@ -273,8 +265,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -285,19 +276,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "or climb ": 10 }, @@ -364,8 +352,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -376,19 +363,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 34, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -469,8 +453,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -481,19 +464,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "or swim ": 25 }, @@ -502,7 +482,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "traits": null, "effects": [ "Grab" ], @@ -624,8 +603,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -636,13 +614,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -673,7 +649,6 @@ } ], "speed": { - "abilities": null, "walk": 25, "or fly ": 40 }, @@ -749,8 +724,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -761,13 +735,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": [ "rejuvenation" ] @@ -807,7 +779,6 @@ } ], "speed": { - "abilities": null, "fly ": 25 }, "attacks": [], @@ -883,8 +854,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -895,19 +865,16 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 30 }, @@ -983,8 +950,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -995,19 +961,16 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "climb ": 10 }, @@ -1063,8 +1026,7 @@ }, "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -1075,19 +1037,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -1157,8 +1116,7 @@ } ], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -1169,19 +1127,16 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 65, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20 }, "attacks": [], @@ -1263,8 +1218,7 @@ } ], "ac": { - "default": 22, - "abilities": null + "default": 22 }, "savingThrows": { "Fort": { @@ -1275,19 +1229,16 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 68, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 20, "or fly ": 60 }, @@ -1370,8 +1321,7 @@ }, "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -1382,13 +1332,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -1400,7 +1348,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 40 }, "attacks": [], @@ -1493,8 +1440,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -1505,13 +1451,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 25, - "note": null, "abilities": null } ], @@ -1531,7 +1475,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -1625,8 +1568,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -1637,19 +1579,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -1747,8 +1686,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -1759,19 +1697,16 @@ }, "Will": { "default": 6 - }, - "abilities": null + } }, "hp": [ { "hp": 16, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -1854,8 +1789,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -1866,19 +1800,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 28, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -1988,8 +1919,7 @@ ], "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -2000,13 +1930,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 60, - "note": null, "abilities": null } ], @@ -2024,7 +1952,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [], @@ -2130,8 +2057,7 @@ } ], "ac": { - "default": 23, - "abilities": null + "default": 23 }, "savingThrows": { "Fort": { @@ -2142,13 +2068,11 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 98, - "note": null, "abilities": null } ], @@ -2183,7 +2107,6 @@ } ], "speed": { - "abilities": null, "walk": 35 }, "attacks": [], @@ -2328,8 +2251,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -2340,19 +2262,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 30, "or climb ": 20 }, @@ -2452,8 +2371,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -2464,13 +2382,11 @@ }, "Will": { "default": 9 - }, - "abilities": null + } }, "hp": [ { "hp": 75, - "note": null, "abilities": null } ], @@ -2494,7 +2410,6 @@ } ], "speed": { - "abilities": null, "walk": 10 }, "attacks": [], @@ -2599,8 +2514,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -2611,13 +2525,11 @@ }, "Will": { "default": 14 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -2639,7 +2551,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [], @@ -2719,8 +2630,7 @@ ], "abilitiesTop": [], "ac": { - "default": 17, - "abilities": null + "default": 17 }, "savingThrows": { "Fort": { @@ -2731,19 +2641,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -2819,8 +2726,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -2831,13 +2737,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -2854,7 +2758,6 @@ } ], "speed": { - "abilities": null, "walk": 20 }, "attacks": [], @@ -2944,8 +2847,7 @@ ], "abilitiesTop": [], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -2956,13 +2858,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 32, - "note": null, "abilities": null } ], @@ -2980,7 +2880,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -3063,8 +2962,7 @@ ], "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -3075,13 +2973,11 @@ }, "Will": { "default": 4 - }, - "abilities": null + } }, "hp": [ { "hp": 23, - "note": null, "abilities": null } ], @@ -3099,7 +2995,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -3158,8 +3053,7 @@ }, "abilitiesTop": [], "ac": { - "default": 21, - "abilities": null + "default": 21 }, "savingThrows": { "Fort": { @@ -3170,19 +3064,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 70, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -3302,8 +3193,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -3314,19 +3204,16 @@ }, "Will": { "default": 11 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10, "fly ": 40 }, @@ -3473,8 +3360,7 @@ } ], "ac": { - "default": 8, - "abilities": null + "default": 8 }, "savingThrows": { "Fort": { @@ -3485,13 +3371,11 @@ }, "Will": { "default": 3 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -3507,7 +3391,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 10 }, "attacks": [], @@ -3518,15 +3401,9 @@ "unit": "action" }, "entries": [ - "The sewer ooze unleashes a wave of filth, covering all creatures within 20 feet of itself. Each creature in the area must succeed at a DC 17 Reflex save or take {@damage 1d4} acid damage and take a \u201310-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls over and gains the {@condition prone} condition). A creature can {@action Interact} to clean someone off. This decreases the Speed penalty to \u20135 feet after 1 action, or to no penalty after 2 actions. After using." + "The sewer ooze unleashes a wave of filth, covering all creatures within 20 feet of itself. Each creature in the area must succeed at a DC 17 Reflex save or take {@damage 1d4} acid damage and take a \u201310-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls over and gains the {@condition prone} condition). A creature can {@action Interact} to clean someone off. This decreases the Speed penalty to \u20135 feet after 1 action, or to no penalty after 2 actions. After using Filth Wave, the ooze can't use it again for 1 minute." ], "name": "Filth Wave" - }, - { - "entries": [ - "Wave, the ooze can't use it again for 1 minute." - ], - "name": "Filth" } ], "inflicts": { @@ -3585,8 +3462,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -3597,13 +3473,11 @@ }, "Will": { "default": 12 - }, - "abilities": null + } }, "hp": [ { "hp": 40, - "note": null, "abilities": null } ], @@ -3642,7 +3516,6 @@ } ], "speed": { - "abilities": null, "fly ": 30 }, "attacks": [], @@ -3719,8 +3592,7 @@ ], "abilitiesTop": [], "ac": { - "default": 16, - "abilities": null + "default": 16 }, "savingThrows": { "Fort": { @@ -3731,13 +3603,11 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 4, - "note": null, "abilities": null } ], @@ -3752,7 +3622,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -3823,8 +3692,7 @@ } ], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -3835,13 +3703,11 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 30, - "note": null, "abilities": null } ], @@ -3870,7 +3736,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "climb ": 10 }, @@ -3947,8 +3812,7 @@ }, "abilitiesTop": [], "ac": { - "default": 20, - "abilities": null + "default": 20 }, "savingThrows": { "Fort": { @@ -3959,13 +3823,11 @@ }, "Will": { "default": 7 - }, - "abilities": null + } }, "hp": [ { "hp": 115, - "note": null, "abilities": [ "{@ability regeneration} 20 (deactivated by acid or fire)" ] @@ -3987,7 +3849,6 @@ } ], "speed": { - "abilities": null, "walk": 30 }, "attacks": [], @@ -4065,8 +3926,7 @@ } ], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -4077,13 +3937,11 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 8, - "note": null, "abilities": null } ], @@ -4100,7 +3958,6 @@ } ], "speed": { - "abilities": null, "walk": 20, "or climb ": 20, "or swim ": 20 @@ -4179,8 +4036,7 @@ } ], "ac": { - "default": 19, - "abilities": null + "default": 19 }, "savingThrows": { "Fort": { @@ -4191,19 +4047,16 @@ }, "Will": { "default": 8 - }, - "abilities": null + } }, "hp": [ { "hp": 45, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25, "climb ": 25 }, @@ -4284,8 +4137,7 @@ }, "abilitiesTop": [], "ac": { - "default": 18, - "abilities": null + "default": 18 }, "savingThrows": { "Fort": { @@ -4296,13 +4148,11 @@ }, "Will": { "default": 10 - }, - "abilities": null + } }, "hp": [ { "hp": 50, - "note": null, "abilities": null } ], @@ -4327,7 +4177,6 @@ } ], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], @@ -4396,8 +4245,7 @@ }, "abilitiesTop": [], "ac": { - "default": 15, - "abilities": null + "default": 15 }, "savingThrows": { "Fort": { @@ -4408,19 +4256,16 @@ }, "Will": { "default": 5 - }, - "abilities": null + } }, "hp": [ { "hp": 24, - "note": null, "abilities": null } ], "abilitiesMid": [], "speed": { - "abilities": null, "walk": 35 }, "attacks": [], @@ -4507,8 +4352,7 @@ } ], "ac": { - "default": 12, - "abilities": null + "default": 12 }, "savingThrows": { "Fort": { @@ -4519,13 +4363,11 @@ }, "Will": { "default": 2 - }, - "abilities": null + } }, "hp": [ { "hp": 20, - "note": null, "abilities": null } ], @@ -4540,7 +4382,6 @@ }, "abilitiesMid": [], "speed": { - "abilities": null, "walk": 25 }, "attacks": [], diff --git a/data/bestiary/fluff-creatures-bst.json b/data/bestiary/fluff-creatures-bst.json index 5f1ce642b4..f17470876c 100644 --- a/data/bestiary/fluff-creatures-bst.json +++ b/data/bestiary/fluff-creatures-bst.json @@ -11313,7 +11313,6 @@ "name": "Deadfall" } ], - "routine": null, "reset": null } }, @@ -11372,7 +11371,6 @@ "range": "Melee", "name": "noose", "attack": 13, - "traits": null, "effects": [ "deadly d10" ], @@ -11383,7 +11381,6 @@ "noMAP": false } ], - "routine": null, "reset": null } } @@ -11627,6 +11624,12 @@ "entries": [ "{@b {@curse Curse of the Werecreature|bst}} ({@trait curse}, {@trait necromancy}, {@trait primal}) This curse affects only humanoids. {@b Saving Throw} Fortitude DC is the standard DC for the {@table DCs by Level||werecreature's new level \u2013 1}. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of {@filter werecreature|bestiary||creature=werecreature} until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling {@condition unconscious} until dawn." ] + }, + { + "type": "item", + "entries": [ + "{@b Moon Frenzy} ({@trait polymorph}, {@trait primal}, {@trait transmutation}) When a full moon appears in the night sky, the werecreature 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 werecreature returns to humanoid form and is fatigued for 2d4 hours." + ] } ] } diff --git a/data/book/book-crb.json b/data/book/book-crb.json index c389db9fa3..6654122d53 100644 --- a/data/book/book-crb.json +++ b/data/book/book-crb.json @@ -6327,9 +6327,9 @@ "{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}" ] }, - "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 Raise a Shield. A buckler, however, doesn't take up your hand, so you can Raise a Shield with a 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 Raise a Shield if that hand is no longer free.", - "When you have a tower shield raised, you can use the Take Cover action (page 471) to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can 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 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.", + "{@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, @@ -11698,7 +11698,7 @@ { "type": "pf2-brown-box", "page": 444, - "name": "GAME CONVENTIONS", + "name": "Game Conventions", "entries": [ "Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.", { @@ -11733,7 +11733,10 @@ "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 + } }, { "type": "pf2-h3", @@ -13626,8 +13629,11 @@ "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 \u20132 circumstance penalty to AC) to 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 reach with that weapon for this purpose." - ] + "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 + } }, { "type": "pf2-h3", @@ -14225,7 +14231,7 @@ "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 \u20132 to \u20134 penalty to vision-based {@skill Perception} checks. Spectacles or {@filter other corrective devices|items||Subcategory=Vision} might reduce or remove this.", + "A character with impaired vision might take a \u20132 to \u20134 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-title", "name": "Deafness or Being Hard of Hearing" @@ -14237,8 +14243,8 @@ "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 Interact with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a prosthetic hand or arm 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 wheelchair, a dependable mount, or levitation or flight magic.", + "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-title", "name": "Mental Illness and Chronic Illness" @@ -14458,7 +14464,10 @@ ] ] } - ] + ], + "data": { + "quickrefIndex": true + } } ], "data": { @@ -18581,7 +18590,7 @@ "name": "NOTABLE ITEM TRAITS", "entries": [ "The following traits apply to items. Some specific categories of item have special traits\u2014such as elixir or scroll\u2014described in their sections.", - "{@b {@trait Alchemical}:} Alchemical items are powered by the reactions of alchemical reagents. Alchemical items aren't magical, and they don't radiate a magical aura. Characters can Craft these items only if they have the Alchemical {@skill Crafting} feat (page 258).", + "{@b {@trait Alchemical}:} Alchemical items are powered by the reactions of alchemical reagents. Alchemical items aren't magical, and they don't radiate a magical aura. Characters can Craft these items only if they have the {@feat Alchemical Crafting} feat (page 258).", "{@b {@trait Consumable}:} An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation, though, part of it might be recoverable for other purposes.", "For instance, while a potion is consumable, the vial it comes in is not destroyed when you drink it. Consumable items include alchemical items (page 543) as well as ammunition oils, potions, scrolls, snares, talismans, and other magical consumables (which begin on page 559).", "When a character creates consumable items, she can make them in batches of four, as described in Consumables and Ammunition (page 245).", @@ -18597,7 +18606,7 @@ "page": 535, "name": "Craft Requirements", "entries": [ - "An item might require the crafter to provide specific raw materials, supply spells, have a certain alignment, or meet other special requirements to Craft it. These appear in the Craft Requirements entry of the stat block. Every item also has default requirements, as listed in the Craft activity on page 244. In addition, creating alchemical items requires the Alchemical {@skill Crafting} feat (page 258), creating magic items requires the Magical {@skill Crafting} feat (page 263), and crafting snares requires the Snare {@skill Crafting} feat (page 266). Finally, crafting higher-level items requires greater proficiency in {@skill Crafting}. Unless stated otherwise, creating items of 9th level and higher requires you to have the master proficiency rank in {@skill Crafting}, and items of 16th level and higher require legendary {@skill Crafting}.", + "An item might require the crafter to provide specific raw materials, supply spells, have a certain alignment, or meet other special requirements to Craft it. These appear in the Craft Requirements entry of the stat block. Every item also has default requirements, as listed in the Craft activity on page 244. In addition, creating alchemical items requires the {@feat Alchemical Crafting} feat (page 258), creating magic items requires the Magical {@skill Crafting} feat (page 263), and crafting snares requires the Snare {@skill Crafting} feat (page 266). Finally, crafting higher-level items requires greater proficiency in {@skill Crafting}. Unless stated otherwise, creating items of 9th level and higher requires you to have the master proficiency rank in {@skill Crafting}, and items of 16th level and higher require legendary {@skill Crafting}.", "The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn't upgrade a clear spindle aeon stone into an orange prism aeon stone. The cost for this upgrade is the full difference in Price between the items, and the {@skill Crafting} check uses a DC for the item's new level." ] } @@ -18611,7 +18620,7 @@ "Alchemical items are not magical. They instead use the properties of volatile chemicals, exotic minerals, potent plants, and other substances, collectively referred to as alchemical reagents. As such, alchemical items don't radiate magical auras, and they can't be dismissed or affected by {@spell dispel magic}. Their effects last for a set amount of time or until they are countered in some way, typically physically.", "Sometimes the reactions of alchemical reagents create effects that seem magical, and at other times they straddle the line between purely reactive and the inexplicable.", "Alchemists can infuse reagents with some of their own essence, allowing them to efficiently create short-lived alchemical items at no monetary cost. Even in these cases, alchemical items don't radiate magic auras, instead using the alchemist's infused essence as one additional catalyst for the item's alchemical effects.", - "Rules for creating alchemical items are found in the Craft activity on page 244, and you must have the Alchemical {@skill Crafting} skill feat to use {@skill Crafting} to create alchemical items. Critically failing a {@skill Crafting} check to make alchemical items often causes a dangerous effect, such as an explosion for a bomb or accidental exposure for a poison, in addition to losing some of the materials.", + "Rules for creating alchemical items are found in the Craft activity on page 244, and you must have the {@feat Alchemical Crafting} skill feat to use {@skill Crafting} to create alchemical items. Critically failing a {@skill Crafting} check to make alchemical items often causes a dangerous effect, such as an explosion for a bomb or accidental exposure for a poison, in addition to losing some of the materials.", "Some alchemical items have additional requirements beyond those stated in the Craft activity; these items list their requirements in a Craft Requirements entry.", "All alchemical items have the alchemical trait. Most also have the consumable trait, which means that the item is used up once activated. The bomb, elixir, and poison traits indicate special categories of alchemical items, each of which is described on the following pages. Alchemical items without any of these traits are called alchemical tools, and are described further on page 554.", "This section contains the following subcategories.", @@ -19524,10 +19533,13 @@ "page": 592, "name": "Attacking with a Staff", "entries": [ - "Staves are also staff weapons (page 280). They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities." + "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." ] } - ] + ], + "data": { + "quickref": 2 + } }, { "type": "pf2-h2", diff --git a/data/book/book-lowg.json b/data/book/book-lowg.json index c3f30be062..891831e7fd 100644 --- a/data/book/book-lowg.json +++ b/data/book/book-lowg.json @@ -1,373 +1,512 @@ { "data": [ { - "type": "pf2-h2", - "source": "LOWG", - "page": 6, - "name": "Overview", + "type": "section", "entries": [ - "Heroes aren't born, they're forged: forced by extraordinary circumstances to rise above and shaped by the world they inhabit.", - "This book is a guide to that world. In its pages, you'll learn about the heart of the Pathfinder setting, known as the Inner Sea region, from the towns and cities your heroes call home to the wild frontiers and monstrous lairs where they'll risk everything in search of fortune and glory. The information presented here provides players with a sense of the setting as a whole and is perfect for both fleshing out existing character concepts and inspiring you when you're not sure what to play.", - "Is your wizard a necromancer from haunted Ustalav, raised to battle the undead armies of the Whispering Tyrant, or a young student at the {@skill Arcana}mirium in Absalom, the City at the Center of the World? Perhaps you're a daring priest from the burning deserts of Qadira, blasting manticores and genies with the blazing light of the sun goddess Sarenrae, or a troll-hunting warrior from the icy Lands of the Linnorm Kings. Regardless, here you'll find the rich details you need to give your character the perfect backstory, as well as new backgrounds, gods, feats, spells, and other rules to help you customize your ideal hero.", - "Likewise, Game Masters will find a rich and exciting world filled with hundreds of inspiring characters, plots, and adventure locations to get their creativity flowing, as well as new gear and magical items to reward their band of adventurers. Will you take your group to the rugged land of Numeria in search of alien technology from a crashed spaceship? Might they fight devils in diabolical Cheliax, or instead ally with the denizens of Hell themselves to reforge a troubled empire? They could venture into the ancient pyramids of Osirion, where mummies guard magic from a lost age, or battle dragons in the fractious orc hold of Belkzen. Whether you want your party to face pirates or giants, elves or dwarves, vampires or sphinxes, there's no end to the threats and treasures lurking in the ruins of lost empires, in temples to forgotten gods\u2014or just beyond their campfire's light.", - "The Inner Sea awaits. Are you ready?" + { + "type": "image", + "href": { + "type": "internal", + "path": "covers/LOWG-25.webp" + }, + "maxRes": { + "type": "internal", + "path": "covers/LOWG-100.webp" + }, + "style": "cover" + } ] }, { - "type": "pf2-h2", + "type": "section", + "blue": true, + "name": "Chapter 1: Overview", "source": "LOWG", "page": 6, - "name": "The World of Golarion", "entries": [ - "While the multiverse is a big place, most Pathfinder adventures take place on Golarion: a planet of magic and mystery, where mortal heroes can ascend to godhood and terrifying monsters threaten entire civilizations. This book focuses on the Inner Sea region, the traditional heart of the Pathfinder campaign setting, which consists of the entire continent of Avistan and the northern third of the continent of Garund directly to the south. Yet Golarion is much larger than any one nation or continent, and adventurers from the Inner Sea may travel far and wide in pursuit of greatness. Below is a brief overview of Golarion's different major regions.", - { - "type": "pf2-h3", - "source": "LOWG", - "page": 6, - "name": "Arcadia", - "entries": [ - "Millennia ago, the mighty Razatlan Empire spread across this vast continent, gobbling up weaker nations and marking its victories with vast pyramids. When the devastation of a meteor impact shattered the Razatlani civilization, the nations that were reborn from the wreckage found themselves forced to cooperate with each other to survive. Arcadia's myriad cultures have remained surprisingly peaceful and insular ever since, focusing their energy on the wellbeing of their citizens. From the engineers in the Land of Northern Lakes, who craft clever machines from unusually abundant skymetal deposits, to the hero-gods of Xopatl and the distant south, Arcadia's peoples both embrace a settled lifestyle among their terraced mountaintops and bayou stilt-houses and expand westward across the vast plains of a still lightly populated region. Most Arcadians remain suspicious of foreign cultures that are inclined toward conquest. Eager colonists from Avistan are thus restricted to a narrow strip of shoreline along the Grinding Coast, cordoned there by the Segada Protocol, which allows only those few exceptional." - ] - }, { "type": "pf2-sidebar", "source": "LOWG", "page": 6, "name": "GOLARION TIMELINE", "entries": [ - "The following is an incomplete summary of major events in Golarion's history, with a focus on those affecting the Inner Sea region. All dates are noted in Absalom Reckoning (ar), counting forward (or backward) from the founding of the titular city. Due to the relative lack of verifiable records, eras before the Age of Darkness are not covered. These include, in order, the Age of Creation, in which mortal life first appeared; the Age of Serpents, in which serpentfolk founded Golarion's first great empire; and the Age of Legend, in which the first human empires rose to power, most notably Azlant." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 6, - "name": "AGE OF DARKNESS", - "entries": [ - "\u20135293 ar The monstrous alghollthus call down Earthfall to destroy their rebellious human servants. The meteorites' impacts form the Inner Sea, destroy the empires of Azlant and Thassilon, and kick off a thousand years of darkness.", - "The elves leave Golarion via the Sovyrian Stone, or else retreat into the secluded corners of the world.", - "\u20134987 ar The dwarves complete their Quest for Sky, emerging onto Golarion's surface for the first time, driving the orcs before them." + "The following is an incomplete summary of major events in Golarion's history, with a focus on those affecting the Inner Sea region. All dates are noted in Absalom Reckoning (AR), counting forward (or backward) from the founding of the titular city. Due to the relative lack of verifiable records, eras before the Age of Darkness are not covered. These include, in order, the Age of Creation, in which mortal life first appeared; the Age of Serpents, in which serpentfolk founded Golarion's first great empire; and the Age of Legend, in which the first human empires rose to power, most notably Azlant.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 6, + "name": "AGE OF DARKNESS" + }, + "{@bold \u22125293 AR} The monstrous alghollthus call down Earthfall to destroy their rebellious human servants. The meteorites' impacts form the Inner Sea, destroy the empires of Azlant and Thassilon, and kick off a thousand years of darkness. The elves leave Golarion via the Sovyrian Stone, or else retreat into the secluded corners of the world.", + "{@bold \u22124987 AR} The dwarves complete their Quest for Sky, emerging onto Golarion's surface for the first time, driving the orcs before them.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 6, + "name": "AGE OF ANGUISH" + }, + "{@bold \u22124202 AR} Gnomes first arrive on the Material Plane, fleeing a mysterious and now forgotten calamity in the First World.", + "{@bold \u22124120 AR} The Jistka Imperium rises in northern Garund as the first human empire in the Inner Sea region since Earthfall.", + "{@bold \u22123923 AR} The Pit of Gormuz opens in Casmaron, setting the massive Spawn of Rovagug loose to rampage.", + "{@bold \u22123502 AR} Old-Mage Jatembe and his Ten Magic Warriors reintroduce wizardry to the Inner Sea for the first time since Earthfall.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 7, + "name": "AGE OF DESTINY" + }, + "{@b \u22123470 AR} Ancient Osirion is founded.", + "{@b \u22122323 AR} Shory aeromancers establish Kho, their first flying city.", + "{@b \u22121281 AR} Descendants of Azlant join with local humans to establish Taldor, Avistan's first human empire since Earthfall.", + "{@b \u2212892 AR} The wizard-ruled nations of Geb and Nex begin a centuries-long magical war.", + "{@b \u2212632 AR} The Tarrasque, greatest of the Spawn of Rovagug, devastates Avistan before being defeated and sealed away.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 7, + "name": "AGE OF ENTHRONEMENT" + }, + "{@bold 1 AR} Aroden, the Last Azlanti, raises the Starstone and the Isle of Kortos from the depths of the Inner Sea, becoming a living god. Absalom is founded.", + "{@bold 1893 AR} Norgorber passes the Test of the Starstone and achieves godhood.", + "{@bold 2632 AR} The elves return to Golarion from their refuge in Sovyrian, reestablishing the nation of Kyonin.", + "{@bold 2765 AR} Cayden Cailean drunkenly survives the Test of the Starstone and ascends to godhood.", + "{@bold 3203 AR} Having already been killed once by Aroden, the wizard-king Tar-Baphon returns as the lich known as the Whispering Tyrant, uniting the orc hordes to terrorize Avistan.", + "{@bold 3313 AR} Witch-Queen Baba Yaga conquers part of the Lands of the Linnorm Kings, founding the winter-locked realm of Irrisen.", + "{@bold 3660 AR} The Dragon Plague begins in Taldor, and magically controlled dragons rampage across the nation for a dozen years.", + "{@bold 3754 AR} Taldor launches the Shining Crusade, a 70-plus-year war against the Whispering Tyrant. The lich is eventually imprisoned in Gallowspire, though not before he murders Aroden's herald, the warrior goddess Arazni. The nation of Lastwall is established to keep him contained.", + "{@bold 3832 AR} Iomedae, hero of the Shining Crusade, passes the Test of the Starstone and becomes Aroden's new herald.", + "{@bold 3980 AR} The Rending. Droskar's Crag erupts, rocking southern Avistan.", + "{@bold 4081 AR} Cheliax breaks away from Taldor, taking with it Andoran, Galt, and Isger in a decade-long civil war dubbed the Even-Tongued Conquest. The new Chelish empire begins centuries of expansion.", + "{@bold 4307 AR} The Pathfinder Society is founded in Absalom.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 8, + "name": "AGE OF LOST OMENS" + }, + "{@bold 4606 AR} Aroden dies mysteriously, leaving the Empire of Cheliax without a divine mandate. Iomedae takes on many of Aroden's followers and legacy, becoming known as the Inheritor. The Eye of Abendego forms off of Garund's western coast, drowning the nations of Lirgen and Yamasa. The Worldwound opens in northern Avistan; demons pour forth and destroy the nation of Sarkoris.", + "{@bold 4622 AR} The weakening Church of Aroden launches the First Mendevian Crusade, hoping to close the Worldwound.", + "{@bold 4640 AR} After decades of civil war, House Thrune allies itself with Hell to seize control of Cheliax, ushering in the current dark chapter in Chelish politics.", + "{@bold 4667 AR} Democratic fervor sweeps through eastern Avistan, prompting the endless Red Revolution in Galt, as well as the more successful People's Revolt in Andoran in 4669 AR.", + "{@bold 4697 AR} The Goblinblood Wars ravage Isger, drawing soldiers from across the Inner Sea region.", + "{@bold 4709 AR} Golarion learns of the existence of evil subterranean elves called drow.", + "{@bold 4713 AR} Mendev's Fifth Crusade finally defeats the demon lord Deskari and performs a ritual to close the Worldwound.", + "{@bold 4714 AR} In Numeria, the artificial intelligence Casandalee ascends to godhood.", + "{@bold 4715 AR} Civil unrest in Cheliax leads to the secession of Ravounel. A similar uprising is crushed in Isger by Chelish agents.", + "{@bold 4717 AR} Absalom outlaws slavery, drastically reducing the Inner Sea's slave trade.", + "{@bold 4718 AR} The Runelords return from millennia of hiding, establishing the nation of New Thassilon in the region of Varisia.", + "{@bold 4719 AR} The current year. Tar-Baphon has recently broken free of his prison, destroying the nation of Lastwall and ravaging Avistan before finally being forced back onto the Isle of Terror.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 9, + "name": "TIME" + }, + "Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 9, + "name": "MONTHS AND DAYS" + }, + "The names of the months of the year are as follows in the Inner Sea region:", + "Abadius (January)", + "Calistril (February)", + "Pharast (March)", + "Gozran (April)", + "Desnus (May)", + "Sarenith (June)", + "Erastus (July)", + "Arodus (August)", + "Rova (September)", + "Lamashan (October)", + "Neth (November)", + "Kuthona (December)", + { + "type": "entries", + "entries": [ + "The names of the days are as follows:", + "Moonday (Monday)", + "Toilday (Tuesday)", + "Wealday (Wednesday)", + "Oathday (Thursday)", + "Fireday (Friday)", + "Starday (Saturday)", + "Sunday (Sunday)" + ] + }, + { + "type": "pf2-title", + "source": "LOWG", + "page": 10, + "name": "ACCESS TO RULES ELEMENTS" + }, + "Sometimes, a stat block for an uncommon rules element might include a bold Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry, often hailing from a particular locale or being a member of a particular organization, gains access to the rules element. For instance, a character from Taldor gains access to the Lion Blade archetype, even though it's uncommon.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 10, + "name": "ARCHETYPES" + }, + "Applying the archetypes provided in this book requires you to select archetype feats instead of class feats. Once you have the archetype's 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. Archetype feats you gain in place of a class feat are called archetype class feats.", + { + "type": "entries", + "entries": [ + "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)." + ] + }, + { + "type": "entries", + "entries": [ + "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. You must always meet the prerequisites of the feat you gain in this way." ] }, + "Heroes aren't born, they're forged: forced by extraordinary circumstances to rise above and shaped by the world they inhabit.", + "This book is a guide to that world. In its pages, you'll learn about the heart of the Pathfinder setting, known as the Inner Sea region, from the towns and cities your heroes call home to the wild frontiers and monstrous lairs where they'll risk everything in search of fortune and glory. The information presented here provides players with a sense of the setting as a whole and is perfect for both fleshing out existing character concepts and inspiring you when you're not sure what to play. Is your wizard a necromancer from haunted Ustalav, raised to battle the undead armies of the Whispering Tyrant, or a young student at the Arcanamirium in Absalom, the City at the Center of the World? Perhaps you're a daring priest from the burning deserts of Qadira, blasting manticores and genies with the blazing light of the sun goddess Sarenrae, or a troll-hunting warrior from the icy Lands of the Linnorm Kings. Regardless, here you'll find the rich details you need to give your character the perfect backstory, as well as new backgrounds, gods, feats, spells, and other rules to help you customize your ideal hero.", + "Likewise, Game Masters will find a rich and exciting world filled with hundreds of inspiring characters, plots, and adventure locations to get their creativity flowing, as well as new gear and magical items to reward their band of adventurers. Will you take your group to the rugged land of Numeria in search of alien technology from a crashed spaceship? Might they fight devils in diabolical Cheliax, or instead ally with the denizens of Hell themselves to reforge a troubled empire? They could venture into the ancient pyramids of Osirion, where mummies guard magic from a lost age, or battle dragons in the fractious orc hold of Belkzen. Whether you want your party to face pirates or giants, elves or dwarves, vampires or sphinxes, there's no end to the threats and treasures lurking in the ruins of lost empires, in temples to forgotten gods\u2014or just beyond their campfire's light.", + "The Inner Sea awaits. Are you ready?", { - "type": "pf2-sidebar", + "type": "pf2-h2", "source": "LOWG", "page": 6, - "name": "AGE OF ANGUISH", - "entries": [ - "\u20134202 ar Gnomes first arrive on the Material Plane, {@condition fleeing} a mysterious and now forgotten calamity in the First World.", - "\u20134120 ar The Jistka Imperium rises in northern Garund as the first human empire in the Inner Sea region since Earthfall.", - "\u20133923 ar The Pit of Gormuz opens in Casmaron, setting the massive Spawn of Rovagug loose to rampage.", - "\u20133502 ar Old-Mage Jatembe and his Ten Magic Warriors reintroduce wizardry to the Inner Sea for the first time since Earthfall." - ] - }, - "individuals who have won the locals' trust to pass beyond the shielding mountains into the continent's interior.", - { - "type": "pf2-h3", - "source": "LOWG", - "page": 7, - "name": "Avistan", - "entries": [ - "Settled by immigrants and refugees from all directions, this northern continent is a hodgepodge of cosmopolitan cultures. The southern shores of the Inner Sea hold urbanized political powerhouses vying for dominance: Hell-allied Cheliax, the crumbled and decadent empire of Taldor, and the upstart democracy Andoran.", - "In the north, danger\u2014and opportunity\u2014waits for adventurers over every hill in orc-ruled Belkzen and the demon-ravaged landscape of the Sarkoris Scar. The north's established nations are only marginally safer, from the rugged wilderness of Varisia and witch-ruled Irrisen to the shadowed moors of gothic Ustalav and sadistic Nidal.", - "Avistan also has the distinction of being the center of several nonhuman cultures in the Inner Sea region, as dwarves attempt to reforge their lost empire in the Five Kings Mountains and elves guard the reclaimed lands in forested Kyonin that have been their stronghold since their return to Golarion after the Age of Darkness." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 7, - "name": "Casmaron", - "entries": [ - "Dominated by the landlocked Castrovin Sea, Casmaron is at once densely populated and eerily empty\u2014its bustling empires are interspersed with the ghost-haunted wastes of lost civilizations. To the west, the Padishah Empire of Kelesh rules unquestioned through genie magic and deft politics, while the south belongs to the Impossible Kingdoms of Vudra and their mighty rajahs. Traders flock to the archipelago of Iblydos, where legends walk the streets under the tutelage of cyclopean sages, while xenophobic Kaladay bans foreigners from its fabulous cities. Countless caravans travel the trade routes between these nations, rolling through the nomad-{@condition controlled} Grass Sea. Yet no matter how these empires spread their wings, they are constantly reminded of their own mortality by the ruins of those vast civilizations that came before\u2014places like Iobaria, fallen in the wake of the plague known as the Choking Death, and great Ninshabur, razed to the ground by the Spawn of Rovagug, the monstrous offspring of the god of destruction." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 7, - "name": "Crown of the World", - "entries": [ - "Frozen and forbidding, the Crown of the World stretches across Golarion's arctic circle, containing its polar ice cap\u2014called the High Ice\u2014as well as an outer ring of bleak mountains, evergreen forests, and stormy seas. Its primary human residents are the Erutaki, whose hundreds of different tribes live in scattered fishing villages or follow mammoths and caribou across the ice, while Ulfen and Tian enclaves dot the taiga called the Outer Ring, forgoing the comforts of southern nations for the freedom of the wildlands. They are joined by scattered settlements of snowcaster elves, dwarves, and frost giants, as well as more predatory residents like wendigos, dragons, and remorhazes. Yet the majority of the Crown consists of icy desolation, trackless wastes occasionally interrupted by strange ruins. The most famous of these ruins is the Nameless Spires, an alien city of star-shaped buildings and 2,000-foot-tall towers positioned at the North Pole, believed by some scholars to date back to the planet's formation. Despite the obvious danger it presents, the Crown of the World sees plenty of visitors due to the Path of Aganhei, the overland trade route connecting Avistan to Tian Xia. Every summer, caravans looking to avoid the dangerous and costly sea routes between the two continents race across the ice in a journey that can take several months." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 7, - "name": "The Darklands", - "entries": [ - "Golarion's crust is riddled with cracks, and immense networks of tunnels and caverns connect every continent. It's from these deep places that the dwarves and orcs first emerged, yet few surface dwellers look upon these underground worlds fondly, for their lightless depths are home to predators both monstrous." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 7, - "name": "AGE OF DESTINY", - "entries": [ - "\u20133470 ar Ancient Osirion is founded.", - "\u20132323 ar Shory aeromancers establish Kho, their first flying city.", - "\u20131281 ar Descendants of Azlant join with local humans to establish Taldor, Avistan's first human empire since Earthfall.", - "\u2013892 ar The wizard-ruled nations of Geb and Nex begin a centuries-long magical war.", - "\u2013632 ar The Tarrasque, greatest of the Spawn of Rovagug, devastates Avistan before being defeated and sealed away." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 7, - "name": "AGE OF ENTHRONEMENT", - "entries": [ - "1 ar Aroden, the Last Azlanti, raises the Starstone and the Isle of Kortos from the depths of the Inner Sea, becoming a living god. Absalom is founded.", - "1893 ar Norgorber passes the Test of the Starstone and achieves godhood.", - "2632 ar The elves return to Golarion from their refuge in Sovyrian, reestablishing the nation of Kyonin.", - "2765 ar Cayden Cailean drunkenly survives the Test of the Starstone and ascends to godhood.", - "3203 ar Having already been killed once by Aroden, the wizard-king Tar-Baphon returns as the lich known as the Whispering Tyrant, uniting the orc hordes to terrorize Avistan.", - "3313 ar Witch-Queen Baba Yaga conquers part of the Lands of the Linnorm Kings, founding the winter-locked realm of Irrisen.", - "3660 ar The Dragon Plague begins in Taldor, and magically {@condition controlled} dragons rampage across the nation for a dozen years.", - "3754 ar Taldor launches the Shining Crusade, a 70-plus-year war against the Whispering Tyrant. The lich is eventually imprisoned in Gallowspire, though not before he murders Aroden's herald, the warrior goddess Arazni. The nation of Lastwall is established to keep him contained.", - "3832 ar Iomedae, hero of the Shining Crusade, passes the Test of the Starstone and becomes Aroden's new herald.", - "3980 ar The Rending. Droskar's Crag erupts, rocking southern Avistan.", - "4081 ar Cheliax breaks away from Taldor, taking with it Andoran, Galt, and Isger in a decade-long civil war dubbed the Even-Tongued Conquest.", - "The new Chelish empire begins centuries of expansion.", - "4307 ar The Pathfinder Society is founded in Absalom." - ] - }, - "and refined. Scholars divide the Darklands into three layers. The uppermost\u2014 Nar-Voth\u2014is the closest to a conventional cave system. Its tunnels are inhabited by isolated tribes of xulgaths, deros, duergar, calignis, and other surface creatures who descended into the dark for safety and found themselves twisted by isolation and dark energies. The middle section, Sekamina, once boasted a vast serpentfolk empire yet is now most notably inhabited by drow\u2014elves who fled underground to avoid Earthfall and were transformed into sinister demon-worshippers by the leaking thoughts of Rovagug. The deepest level, Orv, is a series of impossibly large caverns, maintained since the beginning of the world by unknown and alien magic, each containing its own pockets of ecosystems. Orv's residents are feared and revered by the inhabitants of higher levels.", - { - "type": "pf2-h3", - "source": "LOWG", - "page": 8, - "name": "Garund", - "entries": [ - "A land of scorching deserts and impassable jungles, Garund's northern half is closely linked with Avistan due to the prosperous trade routes across the Inner Sea but is home to civilizations far older than most of those in its northern neighbor.", - "In the sandy north, Osirian adventurers seek ancient secrets in their ancestors' pyramids, while Thuvians peddle elixirs of immortality and atheistic Rahadoumi refuse to bow to gods, even to gain their aid. To the east, the ancient magical kingdoms of Geb and Nex wage an endless war of subtle spells and undead soldiers, while the western coast is drowned by a massive hurricane called the Eye of Abendego, whose ravaging winds shelter pirates and assassins. In the distant south, dinosaur-riding lizardfolk share the land with the celestially appointed matriarchs of Holomog. In the middle of them all, the verdant jungles and savannas of the Mwangi Expanse house thousands of independent tribes, nations, and traditionalist coalitions." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 8, - "name": "Ruins of Azlant", - "entries": [ - "Long ago in the Age of Legend, what most scholars believe to be one of humanity's first great empires arose on the continent of Azlant, having been guided by the alien knowledge and magic of the aquatic alghollthus. Over time, however, the Azlanti grew arrogant and defied their masters. In retribution, the alghollthus called down the cataclysmic event known as Earthfall. Its impact produced massive tidal waves that drowned the empire and sank much of the continent beneath the sea.", - "Today, Azlant is an uncharted maze of shattered islands. Its ruins are inhabited by monsters, guarded by Mordant Spire elves\u2014mysterious warriors who watch over the lost continent lest greedy fools inadvertently trigger a second apocalypse\u2014and picked over by the few bold adventurers in search of ancient magic who manage to dodge their attention." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 8, - "name": "Sarusan", + "name": "The World of Golarion", "entries": [ - "The smallest and most mysterious of Golarion's continents lies south of Tian Xia's Valashmai peninsula, isolated from the outside world by vexing currents and powerful storms. According to legend, the continent was once connected to Tian Xia by a land bridge and inhabited by an empire called Taumata, before the gods shattered the bridge into the archipelago known today as the Wandering Isles.", - "Yet while the archipelago remains inhabited by the nautical Tian-Sing people, whose appearance suggests descendance from unknown Sarusan cultures, even their legends of the shrouded continent are scattered and fragmentary. In their songs and the records of lost empires, Sarusan is a wild and mysterious land where giant mammals long extinct on other continents still roam immense frozen deserts and dense woodlands. Those few modern expeditions that venture near the shores speak of forbidding cliffs lined with smooth monoliths, while those who land and venture into its interior invariably disappear. What's more, those sailors who do return home often mysteriously forget the details of their voyages shortly afterward, suggesting that the continent's isolation may not be completely natural." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 8, - "name": "AGE OF LOST OMENS", - "entries": [ - "4606 ar Aroden dies mysteriously, leaving the Empire of Cheliax without a divine mandate.", - "Iomedae takes on many of Aroden's followers and legacy, becoming known as the Inheritor. The Eye of Abendego forms off of Garund's western coast, drowning the nations of Lirgen and Yamasa. The Worldwound opens in northern Avistan; demons pour forth and destroy the nation of Sarkoris.", - "4622 ar The weakening Church of Aroden launches the First Mendevian Crusade, hoping to close the Worldwound.", - "4640 ar After decades of civil war, House Thrune allies itself with Hell to seize control of Cheliax, ushering in the current dark chapter in Chelish politics.", - "4667 ar Democratic fervor sweeps through eastern Avistan, prompting the endless Red Revolution in Galt, as well as the more successful People's Revolt in Andoran in 4669 ar.", - "4697 ar The Goblinblood Wars ravage Isger, drawing soldiers from across the Inner Sea region.", - "4709 ar Golarion learns of the existence of evil subterranean elves called drow.", - "4713 ar Mendev's Fifth Crusade finally defeats the demon lord Deskari and performs a ritual to close the Worldwound.", - "4714 ar In Numeria, the artificial intelligence Casandalee ascends to godhood.", - "4715 ar Civil unrest in Cheliax leads to the secession of Ravounel. A similar uprising is crushed in Isger by Chelish agents.", - "4717 ar Absalom outlaws slavery, drastically reducing the Inner Sea's slave trade.", - "4718 ar The Runelords return from millennia of hiding, establishing the nation of New Thassilon in the region of Varisia.", - "4719 ar The current year. Tar-Baphon has recently {@condition broken} free of his prison, destroying the nation of Lastwall and ravaging Avistan before finally being forced back onto the Isle of Terror." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 9, - "name": "Tian Xia", - "entries": [ - "Often dubbed \"the Dragon Empires,\" the myriad nations of Tian Xia are renowned for their close relationships with wise and ancient dragons who serve as rulers, advisors, and gods, from the Celestial Dragon who grants wishes to the leaders of Quain to the sovereign dragon who rules Xa Hoi in human form.", - "Much of the continent belongs to the Successor States, those nations east of the Wall of Heaven mountain range that have risen to prominence since the fall of Imperial Lung Wa a century ago. In addition to those peoples commonly found in Avistan, these quarreling nations are populated by terrifying oni, crow-headed tengus, vulpine kitsune, reincarnated samsarans, and more.", - "Farther east, the samurai of Minkai rub shoulders with kami in the Forest of Spirits, while to the south the serpentine nagas and their humanoid nagaji rule humid swamps at the edge of the Valashmai Jungle." + "While the multiverse is a big place, most Pathfinder adventures take place on Golarion: a planet of magic and mystery, where mortal heroes can ascend to godhood and terrifying monsters threaten entire civilizations. This book focuses on the Inner Sea region, the traditional heart of the Pathfinder campaign setting, which consists of the entire continent of Avistan and the northern third of the continent of Garund directly to the south. Yet Golarion is much larger than any one nation or continent, and adventurers from the Inner Sea may travel far and wide in pursuit of greatness. Below is a brief overview of Golarion's different major regions.", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 6, + "name": "Arcadia", + "entries": [ + "Millennia ago, the mighty Razatlan Empire spread across this vast continent, gobbling up weaker nations and marking its victories with vast pyramids. When the devastation of a meteor impact shattered the Razatlani civilization, the nations that were reborn from the wreckage found themselves forced to cooperate with each other to survive. Arcadia's myriad cultures have remained surprisingly peaceful and insular ever since, focusing their energy on the wellbeing of their citizens. From the engineers in the Land of Northern Lakes, who craft clever machines from unusually abundant skymetal deposits, to the hero-gods of Xopatl and the distant south, Arcadia's peoples both embrace a settled lifestyle among their terraced mountaintops and bayou stilt-houses and expand westward across the vast plains of a still lightly populated region. Most Arcadians remain suspicious of foreign cultures that are inclined toward conquest. Eager colonists from Avistan are thus restricted to a narrow strip of shoreline along the Grinding Coast, cordoned there by the Segada Protocol, which allows only those few exceptional individuals who have won the locals' trust to pass beyond the shielding mountains into the continent's interior." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 7, + "name": "Avistan", + "entries": [ + "Settled by immigrants and refugees from all directions, this northern continent is a hodgepodge of cosmopolitan cultures. The southern shores of the Inner Sea hold urbanized political powerhouses vying for dominance: Hell-allied Cheliax, the crumbled and decadent empire of Taldor, and the upstart democracy Andoran. In the north, danger\u2014and opportunity\u2014waits for adventurers over every hill in orc-ruled Belkzen and the demon-ravaged landscape of the Sarkoris Scar. The north's established nations are only marginally safer, from the rugged wilderness of Varisia and witch-ruled Irrisen to the shadowed moors of gothic Ustalav and sadistic Nidal. Avistan also has the distinction of being the center of several nonhuman cultures in the Inner Sea region, as dwarves attempt to reforge their lost empire in the Five Kings Mountains and elves guard the reclaimed lands in forested Kyonin that have been their stronghold since their return to Golarion after the Age of Darkness." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 7, + "name": "Casmaron", + "entries": [ + "Dominated by the landlocked Castrovin Sea, Casmaron is at once densely populated and eerily empty\u2014its bustling empires are interspersed with the ghost-haunted wastes of lost civilizations. To the west, the Padishah Empire of Kelesh rules unquestioned through genie magic and deft politics, while the south belongs to the Impossible Kingdoms of Vudra and their mighty rajahs. Traders flock to the archipelago of Iblydos, where legends walk the streets under the tutelage of cyclopean sages, while xenophobic Kaladay bans foreigners from its fabulous cities. Countless caravans travel the trade routes between these nations, rolling through the nomad-controlled Grass Sea. Yet no matter how these empires spread their wings, they are constantly reminded of their own mortality by the ruins of those vast civilizations that came before\u2014places like Iobaria, fallen in the wake of the plague known as the Choking Death, and great Ninshabur, razed to the ground by the Spawn of Rovagug, the monstrous offspring of the god of destruction." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 7, + "name": "Crown of the World", + "entries": [ + "Frozen and forbidding, the Crown of the World stretches across Golarion's arctic circle, containing its polar ice cap\u2014called the High Ice\u2014as well as an outer ring of bleak mountains, evergreen forests, and stormy seas. Its primary human residents are the Erutaki, whose hundreds of different tribes live in scattered fishing villages or follow mammoths and caribou across the ice, while Ulfen and Tian enclaves dot the taiga called the Outer Ring, forgoing the comforts of southern nations for the freedom of the wildlands. They are joined by scattered settlements of snowcaster elves, dwarves, and frost giants, as well as more predatory residents like wendigos, dragons, and remorhazes. Yet the majority of the Crown consists of icy desolation, trackless wastes occasionally interrupted by strange ruins. The most famous of these ruins is the Nameless Spires, an alien city of star-shaped buildings and 2,000-foot-tall towers positioned at the North Pole, believed by some scholars to date back to the planet's formation. Despite the obvious danger it presents, the Crown of the World sees plenty of visitors due to the Path of Aganhei, the overland trade route connecting Avistan to Tian Xia. Every summer, caravans looking to avoid the dangerous and costly sea routes between the two continents race across the ice in a journey that can take several months." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 7, + "name": "The Darklands", + "entries": [ + "Golarion's crust is riddled with cracks, and immense networks of tunnels and caverns connect every continent. It's from these deep places that the dwarves and orcs first emerged, yet few surface dwellers look upon these underground worlds fondly, for their lightless depths are home to predators both monstrous and refined. Scholars divide the Darklands into three layers. The uppermost\u2014Nar-Voth\u2014is the closest to a conventional cave system. Its tunnels are inhabited by isolated tribes of xulgaths, deros, duergar, calignis, and other surface creatures who descended into the dark for safety and found themselves twisted by isolation and dark energies. The middle section, Sekamina, once boasted a vast serpentfolk empire yet is now most notably inhabited by drow\u2014elves who fled underground to avoid Earthfall and were transformed into sinister demon-worshippers by the leaking thoughts of Rovagug. The deepest level, Orv, is a series of impossibly large caverns, maintained since the beginning of the world by unknown and alien magic, each containing its own pockets of ecosystems. Orv's residents are feared and revered by the inhabitants of higher levels." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 8, + "name": "Garund", + "entries": [ + "A land of scorching deserts and impassable jungles, Garund's northern half is closely linked with Avistan due to the prosperous trade routes across the Inner Sea but is home to civilizations far older than most of those in its northern neighbor. In the sandy north, Osirian adventurers seek ancient secrets in their ancestors' pyramids, while Thuvians peddle elixirs of immortality and atheistic Rahadoumi refuse to bow to gods, even to gain their aid. To the east, the ancient magical kingdoms of Geb and Nex wage an endless war of subtle spells and undead soldiers, while the western coast is drowned by a massive hurricane called the Eye of Abendego, whose ravaging winds shelter pirates and assassins. In the distant south, dinosaur-riding lizardfolk share the land with the celestially appointed matriarchs of Holomog. In the middle of them all, the verdant jungles and savannas of the Mwangi Expanse house thousands of independent tribes, nations, and traditionalist coalitions." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 8, + "name": "Ruins of Azlant", + "entries": [ + "Long ago in the Age of Legend, what most scholars believe to be one of humanity's first great empires arose on the continent of Azlant, having been guided by the alien knowledge and magic of the aquatic alghollthus. Over time, however, the Azlanti grew arrogant and defied their masters. In retribution, the alghollthus called down the cataclysmic event known as Earthfall. Its impact produced massive tidal waves that drowned the empire and sank much of the continent beneath the sea. Today, Azlant is an uncharted maze of shattered islands. Its ruins are inhabited by monsters, guarded by Mordant Spire elves\u2014mysterious warriors who watch over the lost continent lest greedy fools inadvertently trigger a second apocalypse\u2014and picked over by the few bold adventurers in search of ancient magic who manage to dodge their attention." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 8, + "name": "Sarusan", + "entries": [ + "The smallest and most mysterious of Golarion's continents lies south of Tian Xia's Valashmai peninsula, isolated from the outside world by vexing currents and powerful storms. According to legend, the continent was once connected to Tian Xia by a land bridge and inhabited by an empire called Taumata, before the gods shattered the bridge into the archipelago known today as the Wandering Isles. Yet while the archipelago remains inhabited by the nautical Tian-Sing people, whose appearance suggests descendance from unknown Sarusan cultures, even their legends of the shrouded continent are scattered and fragmentary. In their songs and the records of lost empires, Sarusan is a wild and mysterious land where giant mammals long extinct on other continents still roam immense frozen deserts and dense woodlands. Those few modern expeditions that venture near the shores speak of forbidding cliffs lined with smooth monoliths, while those who land and venture into its interior invariably disappear. What's more, those sailors who do return home often mysteriously forget the details of their voyages shortly afterward, suggesting that the continent's isolation may not be completely natural." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 9, + "name": "Tian Xia", + "entries": [ + "Often dubbed \"the Dragon Empires,\" the myriad nations of Tian Xia are renowned for their close relationships with wise and ancient dragons who serve as rulers, advisors, and gods, from the Celestial Dragon who grants wishes to the leaders of Quain to the sovereign dragon who rules Xa Hoi in human form. Much of the continent belongs to the Successor States, those nations east of the Wall of Heaven mountain range that have risen to prominence since the fall of Imperial Lung Wa a century ago. In addition to those peoples commonly found in Avistan, these quarreling nations are populated by terrifying oni, crow-headed tengus, vulpine kitsune, reincarnated samsarans, and more. Farther east, the samurai of Minkai rub shoulders with kami in the Forest of Spirits, while to the south the serpentine nagas and their humanoid nagaji rule humid swamps at the edge of the Valashmai Jungle." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 9, + "name": "The Oceans", + "entries": [ + "The Inner Sea is among the most heavily trafficked waterways on Golarion, and thus it's no coincidence that Absalom, the island nation at its heart, is often called the City at the Center of the World. Yet Golarion has many larger oceans, each teeming with its own unique dangers and treasures. In the Antarkos Ocean, brave sailors ride the freezing southern gales, dodging aquatic giants and deadly icebergs, while voyagers on the Embaral must contend with a becalmed, lifeless marine desert full of strange ruins and deadly doldrums. Flotillas of traders hug the coasts of the Obari Ocean, reaping huge profits from trade between Garund and Vudra by way of Iblydos, yet kept from faster blue-water routes by flame cyclones and marauding dragons. In the Arcadian Ocean, the magical ruins of ancient Azlant challenge sailors with strange currents, making an already pirate-plagued journey more fearsome, while sailors on the Okaiyo must contend with the empire of shark-loving sahuagins that rules the waters above the Sintos Trench. Only the truly foolhardy or depraved delve down to the Sightless Sea, the subterranean waterway that lies beneath the Arcadian Ocean and runs through the deepest layers of the Darklands." + ] + } ] }, { - "type": "pf2-h3", - "source": "LOWG", - "page": 9, - "name": "The Oceans", - "entries": [ - "The Inner Sea is among the most heavily trafficked waterways on Golarion, and thus it's no coincidence that Absalom, the island nation at its heart, is often called the City at the Center of the World. Yet Golarion has many larger oceans, each teeming with its own unique dangers and treasures. In the Antarkos Ocean, brave sailors ride the freezing southern gales, dodging aquatic giants and deadly icebergs, while voyagers on the Embaral must contend with a becalmed, lifeless marine desert full of strange ruins and deadly doldrums. Flotillas of traders hug the coasts of the Obari Ocean, reaping huge profits from trade between Garund and Vudra by way of Iblydos, yet kept from faster blue-water routes by flame cyclones and marauding dragons. In the Arcadian Ocean, the magical ruins of ancient Azlant challenge sailors with strange currents, making an already pirate-plagued journey more fearsome, while sailors on the Okaiyo must contend with the empire of shark-loving sahuagins that rules the waters above the Sintos Trench. Only the truly foolhardy or depraved delve down to the Sightless Sea, the subterranean waterway that lies beneath the Arcadian Ocean and runs through the deepest layers of the Darklands." - ] - } - ] - }, - { - "type": "pf2-h2", - "source": "LOWG", - "page": 9, - "name": "The Solar System", - "entries": [ - "Like most planets, Golarion is part of a solar system containing other worlds, many of which are inhabited. Closer to the sun are the machine-ruled world of Aballon and the steaming jungle world of Castrovel, home to the psychic lashuntas. Just past Golarion is Akiton, a desert world of fierce warriors and ancient secrets, followed by technologically advanced and tidally locked Verces. Next comes the Diaspora, an asteroid belt inhabited by angelic beings who fly on wings of light, and then follows dread Eox, ruled by undead spellcasters who were transformed by an ancient apocalypse that set fire to the planet's atmosphere. Skimming between all of these inner worlds is Triaxus the Wanderer, whose erratic orbit leads to seasons that last centuries, resulting in two alternating ecologies. Farther out, the gas giants Liavara and Bretheda host skies of sentient blimps and myriad moons full of fantastical terrestrial cultures, while the strange technology inside half-hollow Apostae's warren of corridors suggests the whole planet may once have been a starship fallen to an unknown disaster. Last comes Aucturn, also called the Stranger, a living world of horrifying magic whose unknowable thoughts and gibbering cultists reach out to enact dark designs on distant Golarion." - ] - }, - { - "type": "pf2-h2", - "source": "LOWG", - "page": 9, - "name": "The Great Beyond", - "entries": [ - "Golarion's universe\u2014sometimes called the Material Plane\u2014is only one part of the vast puzzle of reality. Other dimensions and planes of existence, known collectively.", - { - "type": "pf2-sidebar", + "type": "pf2-h2", "source": "LOWG", "page": 9, - "name": "TIME", + "name": "The Solar System", "entries": [ - "Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years." + "Like most planets, Golarion is part of a solar system containing other worlds, many of which are inhabited. Closer to the sun are the machine-ruled world of Aballon and the steaming jungle world of Castrovel, home to the psychic lashuntas. Just past Golarion is Akiton, a desert world of fierce warriors and ancient secrets, followed by technologically advanced and tidally locked Verces. Next comes the Diaspora, an asteroid belt inhabited by angelic beings who fly on wings of light, and then follows dread Eox, ruled by undead spellcasters who were transformed by an ancient apocalypse that set fire to the planet's atmosphere. Skimming between all of these inner worlds is Triaxus the Wanderer, whose erratic orbit leads to seasons that last centuries, resulting in two alternating ecologies. Farther out, the gas giants Liavara and Bretheda host skies of sentient blimps and myriad moons full of fantastical terrestrial cultures, while the strange technology inside half-hollow Apostae's warren of corridors suggests the whole planet may once have been a starship fallen to an unknown disaster. Last comes Aucturn, also called the Stranger, a living world of horrifying magic whose unknowable thoughts and gibbering cultists reach out to enact dark designs on distant Golarion." ] }, { - "type": "pf2-sidebar", + "type": "pf2-h2", "source": "LOWG", "page": 9, - "name": "MONTHS AND DAYS", - "entries": [ - "The names of the months of the year are as follows in the Inner Sea region: Abadius ( January) Calistril (February) Pharast (March) Gozran (April) Desnus (May) Sarenith ( June) Erastus ( July) Arodus (August) Rova (September) Lamashan (October) Neth (November) Kuthona (December) The names of the days are as follows: Moonday (Monday) Toilday (Tuesday) Wealday (Wednesday) Oathday (Thursday) Fireday (Friday) Starday (Saturday) Sunday (Sunday)" - ] - }, - "as the Great Beyond, are equally important to the daily life of Golarion's residents, both for the magic and monsters they birth, and for the Cycle of Souls that every mortal spirit must follow.", - "While it's difficult for mortal minds to grasp the true shape of the multiverse, it can be thought of as an immense fruit: the skin that holds in the rest of reality is the Outer Sphere, the Astral Plane is the flesh of the fruit, and all the other planes are formed around and atop each other in the middle like a seed. At the very center is the Positive Energy Plane, which creates soul energy that takes shape and wakes to consciousness as mortal beings on the Material Plane, only to die and flow outward in the River of Souls to an afterlife in the Outer Planes, where it's eventually reabsorbed to keep reality running.", - "Below are brief descriptions of the various major planes.", - { - "type": "pf2-h3", - "source": "LOWG", - "page": 10, - "name": "Astral Plane", - "entries": [ - "This silvery void connects the Outer Sphere to all the other planes and is mostly empty save for the River of Souls, which carries mortal spirits to their afterlives in the Outer Sphere." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 10, - "name": "Elemental Planes", - "entries": [ - "These four realms are each devoted to an element\u2014Air, Earth, Fire, and Water\u2014 and wrap around each other like the layers of an onion. They are the birthplaces of elementals, genies, and other such creatures." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 10, - "name": "Energy Planes", - "entries": [ - "Sometimes called Creation's Forge or the Cosmic Fire, the Positive Energy Plane is the blazing wellspring from which souls appear and begin their journey. Its twin, the Negative Energy Plane, is a devouring maw of entropy where only undead and other abominations can escape destruction." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 10, - "name": "Ethereal Plane", - "entries": [ - "This misty, ghostly realm binds all the planes of the Inner Sphere, allowing those within it to see or travel between the worlds." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 10, - "name": "First World", - "entries": [ - "A \"rough draft\" of the Material Plane later painted over by the gods, this realm of unbridled nature and inconsistent physical laws lies just behind the mortal world and is the ancestral home of gnomes and fey." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 10, - "name": "Material Plane", - "entries": [ - "The Material Plane contains Golarion's universe alongside countless others, and is where most mortal beings live out their existences." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 10, - "name": "Outer Sphere", - "entries": [ - "When most mortals speak of the afterlife, they're talking about the Outer Sphere\u2014 realms ruled by gods and populated by the transformed souls of the dead. Here the River of Souls ends in the Boneyard, where the goddess Pharasma judges each individual and assigns them to a realm according to their morality and beliefs.", - "These souls eventually become outsiders, or fade into the very fabric of the planes themselves. The Outer Sphere contains everything from the righteous mountain of Heaven and the chittering rifts of the Abyss to the mechanized city of Axis, the mind-bending chaos of the Maelstrom, and more." - ] - }, - { - "type": "pf2-h3", - "source": "LOWG", - "page": 10, - "name": "Shadow Plane", - "entries": [ - "This dark and twisted reflection of the Material Plane doesn't follow the same laws of space and distance, making for a useful\u2014albeit dangerous\u2014means of magical travel." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 10, - "name": "ACCESS TO RULES ELEMENTS", - "entries": [ - "Sometimes, a stat block for an uncommon rules element might include a bold Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry, often hailing from a particular locale or being a member of a particular organization, gains access to the rules element. For instance, a character from Taldor gains access to the Lion Blade archetype, even though it's uncommon." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 10, - "name": "ARCHETYPES", + "name": "The Great Beyond", "entries": [ - "Applying the archetypes provided in this book requires you to select archetype feats instead of class feats. Once you have the archetype's 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.", - "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 {@trait 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 {@feat 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. You must always meet the prerequisites of the feat you gain in this way." + "Golarion's universe\u2014sometimes called the Material Plane\u2014is only one part of the vast puzzle of reality. Other dimensions and planes of existence, known collectively as the Great Beyond, are equally important to the daily life of Golarion's residents, both for the magic and monsters they birth, and for the Cycle of Souls that every mortal spirit must follow.", + "While it's difficult for mortal minds to grasp the true shape of the multiverse, it can be thought of as an immense fruit: the skin that holds in the rest of reality is the Outer Sphere, the Astral Plane is the flesh of the fruit, and all the other planes are formed around and atop each other in the middle like a seed. At the very center is the Positive Energy Plane, which creates soul energy that takes shape and wakes to consciousness as mortal beings on the Material Plane, only to die and flow outward in the River of Souls to an afterlife in the Outer Planes, where it's eventually reabsorbed to keep reality running.", + "Below are brief descriptions of the various major planes.", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Astral Plane", + "entries": [ + "This silvery void connects the Outer Sphere to all the other planes and is mostly empty save for the River of Souls, which carries mortal spirits to their afterlives in the Outer Sphere." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Elemental Planes", + "entries": [ + "These four realms are each devoted to an element\u2014Air, Earth, Fire, and Water\u2014and wrap around each other like the layers of an onion. They are the birthplaces of elementals, genies, and other such creatures." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Energy Planes", + "entries": [ + "Sometimes called Creation's Forge or the Cosmic Fire, the Positive Energy Plane is the blazing wellspring from which souls appear and begin their journey. Its twin, the Negative Energy Plane, is a devouring maw of entropy where only undead and other abominations can escape destruction." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Ethereal Plane", + "entries": [ + "This misty, ghostly realm binds all the planes of the Inner Sphere, allowing those within it to see or travel between the worlds." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "First World", + "entries": [ + "A \"rough draft\" of the Material Plane later painted over by the gods, this realm of unbridled nature and inconsistent physical laws lies just behind the mortal world and is the ancestral home of gnomes and fey." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Material Plane", + "entries": [ + "The Material Plane contains Golarion's universe alongside countless others, and is where most mortal beings live out their existences." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Outer Sphere", + "entries": [ + "When most mortals speak of the afterlife, they're talking about the Outer Sphere\u2014realms ruled by gods and populated by the transformed souls of the dead. Here the River of Souls ends in the Boneyard, where the goddess Pharasma judges each individual and assigns them to a realm according to their morality and beliefs. These souls eventually become outsiders, or fade into the very fabric of the planes themselves. The Outer Sphere contains everything from the righteous mountain of Heaven and the chittering rifts of the Abyss to the mechanized city of Axis, the mind-bending chaos of the Maelstrom, and more." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Shadow Plane", + "entries": [ + "This dark and twisted reflection of the Material Plane doesn't follow the same laws of space and distance, making for a useful\u2014albeit dangerous\u2014means of magical travel." + ] + } ] } ] }, { - "type": "pf2-h1", + "type": "section", + "blue": true, + "name": "Chapter 2: Absalom and Starstone Isle", "source": "LOWG", "page": 12, - "name": "Absalom and Starstone Isle", "entries": [ { - "type": "pf2-sidebar", + "type": "list", + "style": "list-hang-notitle", "source": "LOWG", "page": 12, - "name": "Absalom (n)" + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Absalom" + }, + { + "type": "item", + "name": "Peoples", + "entry": "All" + }, + { + "type": "item", + "name": "Languages", + "entry": "All" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@organization Firebrands}, {@organization Knights of Lastwall}, {@organization Pathfinder Society}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Cayden Cailean}, {@deity Iomedae}, {@deity Irori}, {@deity Norgorber}, {@deity Shelyn}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Armor/Weapons, Books/Lore, Jewelry/Gems, Lumber, Luxury Goods and Art, Magic Items, Ores, Seafood, Ships, Skymetal, Textiles" + } + ] }, { - "type": "pf2-h2", + "type": "pf2-sidebar", + "name": "TIMELINE", "source": "LOWG", "page": 14, + "entries": [ + "{@bold 1 AR} Aroden raises the Starstone (and the Isle of Kortos itself) from the depths of the Inner Sea and becomes a living god. He founds Absalom as a new home for the thousands of faithful flocking to the newly risen island to honor the site of his apotheosis.", + "{@bold 23 AR} First Siege of Absalom. Voradni Voon attacks Absalom, mustering vast centaur armies across the island's eastern plateau to overwhelm the young city's defenses. With the sweep of his hand, Aroden sunders the plateau in a great upheaval, slaying Voon and trapping his minions in the hinterlands of Kortos.", + "{@bold 166 AR} The Archmage Nex unsuccessfully besieges Absalom, erecting the mile-tall Spire of Nex outside the city in what is now known as the Cairnlands.", + "{@bold 430 AR} The Pirate Siege of Absalom. After Aroden leaves Absalom to more fully embrace his divinity, villains from across the Inner Sea seek to take advantage of his absence by conducting a series of raids and naval blockades against the city. Absalom is forced to rely on foreign mercenaries to protect itself, which they do in exchange for grants of land and titles.", + "{@bold 1298 AR} The mysterious Prophet Kings attack Absalom in the Siege of Prophets. Starwatch Keep is built in response to the threat.", + "{@bold 2850 AR} The Conjured Siege. The Arclords of Nex attack Absalom, but are eventually turned away by the city's defenders.", + "{@bold 3637 AR} The Numerian \"Machine Mage\" Karamoss assaults Absalom in an attempt to claim the Starstone as an unparalleled power source. His metal automatons are defeated by the city's druids.", + "{@bold 4137 AR} Under the banner of the expansionist prince Haliad I, Cheliax unsuccessfully lays siege to Absalom for the first time, following up with three additional attempts in the next 3 centuries.", + "{@bold 4307 AR} The Pathfinder Society is founded in Absalom.", + "{@bold 4606 AR} Aroden dies, triggering the beginning of the Age of Lost Omens.", + "{@bold 4717 AR} The Fiendflesh Siege. Acting Siege Lord Wynsal Starborn orders the manumission of all slaves in Absalom willing to fight in defense of the city. Slave trading and slavery in Absalom is thereafter abolished by popular decree of the Grand Council.", + "{@bold 4719 AR} The current year. The same month that adventurers thwart the Ws surprise attack on Absahispering Tyrant'lom, Watcher-Lord Ulthun II of the fallen nation of Lastwall and his decimated retinue arrive to a heroes' welcome.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 16, + "name": "NOTABLE FIGURES" + }, + "The following figures are important to Absalom and the Isle of Kortos.", + { + "type": "entries", + "entries": [ + "{@bold SCION LORD AVID OF HOUSE ARNSEN, TERIARCH OF DIOBEL}", + "Lord Avid hopes to use the disappearance of Lord Gyr of Gixx to find a way to get himself named Primarch in his stead." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold WYNSAL STARBORN}", + "The High Council named Wynsal Starborn, respected retired captain of the city's First Guard, Siege Lord of Absalom during the Fiendflesh Siege of 4717." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold WATCHER-LORD ULTHUN II}", + "Lastwall's final Watcher-Lord fled to Absalom only months ago. This Nidalese paladin lord remains hugely influential even in defeat." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold THE DECEMVIRATE}", + "The masked ruling body of the famous explorers' organization known as the Pathfinder Society, this council is composed of 10 of the most experienced Pathfinders." + ] + }, + { + "type": "pf2-title", + "source": "LOWG", + "page": 16, + "name": "ECONOMICS" + }, + "International trade lies at the heart of Absalom's longevity and wealth, and remains fundamental to the realm's independence and political strength in the greater Inner Sea region. Lumber harvested in the Immenwood travels by the Deluge River to Diobel or by road to Otari, and from thence to markets across the Inner Sea. Diobelian pearls, harvested from the oyster beds of Diobel's shallow harbor, are considered among the finest available in the markets of the Inner Sea. Iron and other precious metals and stones mined on the island (especially by the dwarven mining enclave at Galizhur) feed Absalom's many craftworks, whose products are exported worldwide. Skymetals harvested from the Diobel Hills or discovered on the ocean floor and traded to the city by Low Azlanti are among the most sought-after treasures in the world.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 16, + "name": "THE SHADOW WAR" + }, + "The web of control between the city's primarch, Grand Council, Low Council, and other powerful actors is a complex one that can be manipulated by tugging on the right strand. Absalom's factions and noble houses use their connections and sway to manipulate the workings of the city, from choosing who sits on the Low Council to the price of onions. This struggle for influence, known as the Shadow War, is something of an open secret, and those who know where to look can spot the political agenda behind seemingly pointless civil squabbles.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 16, + "name": "RELATIONS" + }, + "Numerous factions vie for control over the Starstone Isle. Absalom itself claims the whole of Kortos and Erran as its political domain, but many of the islands' wilder regions are effectively lawless wilderness. The Kortos Consortium of Diobel (technically a part of Absalom's regional government) has generally good relations with the rugged Inlanders who dwell in the hills and deep forests of Kortos, as these hardy folk provide much of the labor behind the Consortium's fur, farming, and lumber trades. Relations with the agents of Absalom proper\u2014often in the form of altercations with the First Guard's Eagle Garrison patrols\u2014are a cause of some tension with the Inlanders, but the openly hostile threats posed by minotaurs, harpies, and centaurs are often a far more pressing concern.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 16, + "name": "AEON TOWERS" + }, + "Aroden erected each of the four ancient mud-brick towers on the island's western plains, as well as an identical structure on the Isle of Erran, in the first decades of the island's settlement to house the aeon orbs, large crystal spheres that emit a nutritive radiation in a 15-mile radius. According to popular lore, Aroden liberated the orbs from a vast vault in the Darklands and brought them to Kortos to benefit humanity. For millennia they enhanced agriculture on Kortos, but Aroden's death over a century ago damaged the divine magic that had protected the towers and kept the aeon orbs safe, and now two of the towers no longer function as they were intended.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 16, + "name": "ARODEN: LEGACY OF A DEAD GOD" + }, + "While the church of Aroden no longer functions as a religious order, the church of Aroden as a political institution still lives on a century after its god's apparent death. With nearly 5,000 years of dominance in Absalom's civic and religious affairs, the presence of the Last Azlanti and his clergy is felt everywhere in Absalom, from the Founding Laws Aroden inscribed upon giant stone tablets to create the city's government to structures like Azlanti Keep that are said to have been constructed according to his specific design." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 13, "name": "Starstone Isle", "entries": [ "Thousands of years after Earthfall tore a rift across continents to form the Inner Sea, the legendary hero Aroden emerged from the darkness of history to claim his divine destiny. Using arcane power gathered over millennia, the last survivor of Old Azlant raised an otherworldly crystal, the heart of the weapon that slew his homeland, from the depths of the Inner Sea. Aroden's interaction with this alien gem, the {@i Starstone}, tested his character, and he emerged from the experience a living god. Immediately thereafter, he lifted the whole of the Isle of Kortos from the ocean depths and founded the settlement of Absalom at the site of his apotheosis to serve as the gathering point of his growing cult. He named the island Kortos\u2014\"Starstone\" in the ancient Azlanti tongue. Nearly 5,000 years later, despite the death of the god who founded it, this settlement has grown to become one of the largest metropolises on Golarion, known to many as the City at the Center of the World.", - "Aroden declared himself the patron not just of the Azlanti, but of all humanity, and called mystics from all the human lands to gather in Absalom and share their secrets.", - "Pilgrims came to Absalom from Osirion, Qadira, Taldor, and beyond to honor the city's mighty god-king, marvel at his seemingly impossible accomplishments, and strive to accomplish fantastic deeds of their own, many founding orders and institutions of esoteric learning that continue to the modern day.", - "The swiftly growing riches of Absalom\u2014and the priceless jewel at its heart\u2014 drew more than just pilgrims in those early days. Lured by far-flung tales of conqueror of central Casmaron, plotted to wrest the stone from humanity's god and take his own place among the deities. Voon constructed the massive Brazen Gate upon the great eastern plateau of Kortos, and through it marched his horde of minotaurs, harpies, and centaurs from the distant land of Iblydos to Kortos, and thence to Absalom. Voon's attack, later remembered as the First Siege of Absalom, reached all the way to the walls of Azlanti Keep before being turned back by Aroden himself. The Last Azlanti pushed Voon and his army back to the plateau, wracking it with a series of powerful earthquakes that shattered the Brazen Gate and scattered the minotaur's forces. Voon's assault was but the first, however; would-be conquerors have besieged Absalom more than 100 times in the 5 millennia since the First Siege. Yet the city has never fallen.", - "Not every would-be god came to Absalom with an army at their back. Over the years, at least three humans\u2014Norgorber (1893 ar), Cayden Cailean (2765 ar), and Iomedae (3832 ar)\u2014used more subtle means to gain access to the Starstone Cathedral and use it to ascend to godhood. Their followings, as well as those cults dedicated to countless hopefuls who weren't so successful, added to Absalom's growing religious communities, with new temples attempting to make converts among the city's assembled religious truthseekers and fanatics.", - "The Whispering Tyrant Tar-Baphon, an old foe of Aroden, is Absalom's most recent would-be conqueror, having launched a surprise attack on the city just 2 months ago in a bold assault that drew parallels to the initial siege of Voradni Voon. Adventuring heroes came to Absalom's defense, as they had so many times in the past, to defeat the lich-lord and send him back to the Isle of Terror.", - "Absalomians are certain that the Tyrant will return again in the coming years with an even greater force of undead horrors, however. The only question is how many would-be conquerors will show up outside Absalom's walls between now and then." + "Aroden declared himself the patron not just of the Azlanti, but of all humanity, and called mystics from all the human lands to gather in Absalom and share their secrets. Pilgrims came to Absalom from Osirion, Qadira, Taldor, and beyond to honor the city's mighty god-king, marvel at his seemingly impossible accomplishments, and strive to accomplish fantastic deeds of their own, many founding orders and institutions of esoteric learning that continue to the modern day.", + "The swiftly growing riches of Absalom\u2014and the priceless jewel at its heart\u2014drew more than just pilgrims in those early days. Lured by far-flung tales of Aroden's ascension via the Starstone, the minotaur warlord Voradni Voon, conqueror of central Casmaron, plotted to wrest the stone from humanity's god and take his own place among the deities. Voon constructed the massive Brazen Gate upon the great eastern plateau of Kortos, and through it marched his horde of minotaurs, harpies, and centaurs from the distant land of Iblydos to Kortos, and thence to Absalom. Voon's attack, later remembered as the First Siege of Absalom, reached all the way to the walls of Azlanti Keep before being turned back by Aroden himself. The Last Azlanti pushed Voon and his army back to the plateau, wracking it with a series of powerful earthquakes that shattered the Brazen Gate and scattered the minotaur's forces. Voon's assault was but the first, however; would-be conquerors have besieged Absalom more than 100 times in the 5 millennia since the First Siege. Yet the city has never fallen.", + "Not every would-be god came to Absalom with an army at their back. Over the years, at least three humans\u2014Norgorber (1893 AR), Cayden Cailean (2765 AR), and Iomedae (3832 AR\u2014used more subtle means to gain access to the Starstone Cathedral and use it to ascend to godhood. Their followings, as well as those cults dedicated to countless hopefuls who weren't so successful, added to Absalom's growing religious communities, with new temples attempting to make converts among the city's assembled religious truthseekers and fanatics.", + "The Whispering Tyrant Tar-Baphon, an old foe of Aroden, is Absalom's most recent would-be conqueror, having launched a surprise attack on the city just 2 months ago in a bold assault that drew parallels to the initial siege of Voradni Voon. Adventuring heroes came to Absalom's defense, as they had so many times in the past, to defeat the lich-lord and send him back to the Isle of Terror. Absalomians are certain that the Tyrant will return again in the coming years with an even greater force of undead horrors, however. The only question is how many would-be conquerors will show up outside Absalom's walls between now and then." ] }, { @@ -376,38 +515,7 @@ "page": 14, "name": "Absalom", "entries": [ - "Absalom boasts some of the finest\u2014and oldest\u2014buildings and monuments on the Inner Sea. Over nearly 5 millennia, Absalom has been built, rebuilt, and rebuilt again, resulting in a tapestry of architectural styles as diverse as the countless citizens and visitors who throng its streets and markets. Nearly a dozen districts huddle within the city's walls, each as large or larger than the capitals of other nations,", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 14, - "name": "TIMELINE", - "entries": [ - "(and the Isle of Kortos itself) from the depths of the Inner Sea and becomes a living god.", - "He founds Absalom as a new home for the thousands of faithful flocking to the newly risen island to honor the site of his apotheosis.", - "23 ar First Siege of Absalom.", - "Voradni Voon attacks Absalom, mustering vast centaur armies across the island's eastern plateau to overwhelm the young city's defenses. With the sweep of his hand, Aroden sunders the plateau in a great upheaval, slaying Voon and trapping his minions in the hinterlands of Kortos.", - "166 ar The Archmage Nex unsuccessfully besieges Absalom, erecting the mile-tall Spire of Nex outside the city in what is now known as the Cairnlands.", - "430 ar The Pirate Siege of Absalom.", - "After Aroden leaves Absalom to more fully embrace his divinity, villains from across the Inner Sea seek to take advantage of his absence by conducting a series of raids and naval blockades against the city. Absalom is forced to rely on foreign mercenaries to protect itself, which they do in exchange for grants of land and titles.", - "1298 ar The mysterious Prophet Kings attack Absalom in the Siege of Prophets. Starwatch Keep is built in response to the threat.", - "2850 ar The Conjured Siege. The Arclords of Nex attack Absalom, but are eventually turned away by the city's defenders.", - "3637 ar The Numerian \"Machine Mage\" Karamoss assaults Absalom in an attempt to claim the power source. His metal automatons are defeated by the city's druids.", - "4137 ar Under the banner of the expansionist prince Haliad I, Cheliax unsuccessfully lays siege to Absalom for the first time, following up with three additional attempts in the next 3 centuries.", - "4307 ar The Pathfinder Society is founded in Absalom.", - "4606 ar Aroden dies, triggering the beginning of the Age of Lost Omens.", - "4717 ar The Fiendflesh Siege. Acting Siege Lord Wynsal Starborn orders the manumission of all slaves in Absalom willing to fight in defense of the city.", - "Slave trading and slavery in Absalom is thereafter abolished by popular decree of the Grand Council.", - "4719 ar The current year. The same month that adventurers thwart the Whispering Tyrant's surprise attack on Absalom, Watcher-Lord Ulthun II of the fallen nation of Lastwall and his decimated retinue arrive to a heroes' welcome." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 15, - "name": "ABSALOM" - }, - "and each with numerous neighborhoods and intrigues tempting to both common residents and thrill-seeking adventurers alike. These districts include the following.", + "Absalom boasts some of the finest\u2014and oldest\u2014buildings and monuments on the Inner Sea. Over nearly 5 millennia, Absalom has been built, rebuilt, and rebuilt again, resulting in a tapestry of architectural styles as diverse as the countless citizens and visitors who throng its streets and markets. Nearly a dozen districts huddle within the city's walls, each as large or larger than the capitals of other nations, and each with numerous neighborhoods and intrigues tempting to both common residents and thrill-seeking adventurers alike. These districts include the following.", { "type": "pf2-h3", "source": "LOWG", @@ -452,8 +560,7 @@ "name": "Eastgate", "entries": [ "It sometimes takes 2 hours or more to get from Eastgate to districts on the far side of town, but most residents find the long commute a fair exchange for the relative safety of Eastgate's cozy neighborhoods. A few manor homes of minor nobles peek above the thatched roofs of this district, which houses many more workers and artisans than hobnobbing members of high society. The Low Azlanti enclave of Gilltown\u2014the city's largest gathering of this ancient line of aquatic humans\u2014is also found here, situated out of sight of major roads behind a row of inexpensive housing for the district watch, laborers, and clerks.", - "Eastgate's verdant Green Ridge neighborhood is home to the Grand Holt, the oldest and largest tree on the Isle of Kortos. This multi-trunked fig tree spans several city blocks, with buildings demolished or modified to account for its increasingly fecund growth (especially in the last decade). Even as blights like the Tyrant's Grasp and the Welt seem to rob Kortos of its vitality, the Grand Holt grows stronger year after year.", - "A fanatic cult called the Circle of Stones cares for the tree, as well as for Iolanthe, the immortal dryad queen who dwells within. The Holt provides a refuge for natureloving adventurers like druids and rangers, whom the cult hires to tackle all manner of adventures designed to further Iolanthe's influence in the city and Greater Kortos." + "Eastgate's verdant Green Ridge neighborhood is home to the Grand Holt, the oldest and largest tree on the Isle of Kortos. This multi-trunked fig tree spans several city blocks, with buildings demolished or modified to account for its increasingly fecund growth (especially in the last decade). Even as blights like the Tyrant's Grasp and the Welt seem to rob Kortos of its vitality, the Grand Holt grows stronger year after year. A fanatic cult called the Circle of Stones cares for the tree, as well as for Iolanthe, the immortal dryad queen who dwells within. The Holt provides a refuge for nature-loving adventurers like druids and rangers, whom the cult hires to tackle all manner of adventures designed to further Iolanthe's influence in the city and Greater Kortos." ] }, { @@ -462,33 +569,23 @@ "page": 16, "name": "Foreign Quarter", "entries": [ - "Absalom's Foreign Quarter boasts whole neighborhoods that take on the character of distant lands. Taverns, hostels, and inns crowd the streets nearest the district's largest thoroughfares, attracting those who come to Absalom by road or by sea to rest a while among cordial strangers chattering in a symphony of languages.", - "Foremost among the district's attractions is the Irorium, an immense coliseum that hosts gladiatorial combats, mock sea-battles, religious festivals, historical pageants, and more. The largest open-air arena on the Inner Sea, the Irorium boasts multiple public battles each day, and its gladiators count themselves among the city's most influential celebrities. The imposing structure takes its name from Irori, and that deity's clergy administers an influential temple and fighting college in the arena's understructure that draws combatants from all over Golarion." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 16, - "name": "WATCHER-LORD ULTHUN II THE DECEMVIRATE WYNSAL STARBORN SCION LORD AVID OF HOUSE ARNSEN, TERIARCH OF DIOBEL NOTABLE FIGURES", - "entries": [ - "The following figures are important to Absalom and the Isle of Kortos." + "Absalom's Foreign Quarter boasts whole neighborhoods that take on the character of distant lands. Taverns, hostels, and inns crowd the streets nearest the district's largest thoroughfares, attracting those who come to Absalom by road or by sea to rest a while among cordial strangers chattering in a symphony of languages. Foremost among the district's attractions is the Irorium, an immense coliseum that hosts gladiatorial combats, mock sea-battles, religious festivals, historical pageants, and more. The largest open-air arena on the Inner Sea, the Irorium boasts multiple public battles each day, and its gladiators count themselves among the city's most influential celebrities. The imposing structure takes its name from Irori, and that deity's clergy administers an influential temple and fighting college in the arena's understructure that draws combatants from all over Golarion.", + "Not far from the arena is the Grand Lodge of Absalom, the worldwide headquarters for the Pathfinder Society adventurer's guild. Beyond a massive gate bearing the Glyph of the Open Road lie seven ancient fortresses, each with its own function related to the Society's worldwide affairs. Adventurers set out from the Grand Lodge on missions through Greater Kortos and far beyond, with all Pathfinder agents invited to return home to the Lodge every year for the order's Grand Convocation, a boisterous occasion for information-sharing and engaging in friendly competition." ] }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 17, - "name": "STARSTONE CATHEDRAL" - }, - "Not far from the arena is the Grand Lodge of Absalom, the worldwide headquarters for the Pathfinder Society adventurer's guild. Beyond a massive gate bearing the Glyph of the Open Road lie seven ancient fortresses, each with its own function related to the {@skill Society}'s worldwide affairs. Adventurers set out from the Grand Lodge on missions through Greater Kortos and far beyond, with all Pathfinder agents invited to return home to the Lodge every year for the order's Grand Convocation, a boisterous occasion for information-sharing and engaging in {@condition friendly} competition.", { "type": "pf2-h4", "source": "LOWG", "page": 17, "name": "Archaic Wayfinders", "entries": [ - "Discovery of the ancient Azlanti {@i aeon stones}, and their subsequent reverse engineering to create {@i wayfinders}, counted among the first triumphs of the Pathfinder Society. Over the centuries, {@i wayfinders} have taken on a homogenous design, with the vast majority being virtually identical copies of one another, meticulously crafted to an exact formula by the {@skill Society}'s artificers. Things were not always so orthodox, however, and examples of archaic {@i wayfinders} can still be found at the bottom of forgotten pit traps and in the collections of wealthy Pathfinder agents across the city." + "Discovery of the ancient Azlanti {@i aeon stones}, and their subsequent reverse engineering to create {@i wayfinders}, counted among the first triumphs of the Pathfinder Society. Over the centuries, {@i wayfinders} have taken on a homogenous design, with the vast majority being virtually identical copies of one another, meticulously crafted to an exact formula by the Society's artificers. Things were not always so orthodox, however, and examples of archaic {@i wayfinders} can still be found at the bottom of forgotten pit traps and in the collections of wealthy Pathfinder agents across the city.", + { + "type": "list", + "items": [ + "{@item Archaic Wayfinder|lowg}" + ] + } ] }, { @@ -497,8 +594,7 @@ "page": 17, "name": "Ivy District", "entries": [ - "Absalom's center of art and culture, the Ivy District boasts gorgeous manor houses, beautiful gardens, and equally alluring residents. Theaters, performance halls, and concert venues with worldwide reputations crowd the ivy-lined streets that give the district its name, as do dozens more with less savory standing.", - "Performers and artists scrape by on the patronage of nobles, and bardic schools like the White Grotto train the next generation of performers. Perhaps due to its natural beauty, the Ivy District is particularly popular with elves and half-elves." + "Absalom's center of art and culture, the Ivy District boasts gorgeous manor houses, beautiful gardens, and equally alluring residents. Theaters, performance halls, and concert venues with worldwide reputations crowd the ivy-lined streets that give the district its name, as do dozens more with less savory standing. Performers and artists scrape by on the patronage of nobles, and bardic schools like the White Grotto train the next generation of performers. Perhaps due to its natural beauty, the Ivy District is particularly popular with elves and half-elves." ] }, { @@ -507,19 +603,9 @@ "page": 17, "name": "The Petal District", "entries": [ - "The wealthiest district in all of Absalom looks down upon the city from its perch on Aroden's Hill. Brick-framed medians upon the district's broad avenues stand lush with colorful flora, giving the district its name. The richest noble families and the most powerful merchant lords and guildmasters keep manors in the Petal District, ever striving to outdo one another with the ostentation of their estates. The city's oldest academy of magical instruction, the College of Mysteries, is tucked among these wealthy mansions and caters largely to." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 17, - "name": "ECONOMICS", - "entries": [ - "International trade lies at the heart of Absalom's longevity and wealth, and remains fundamental to the realm's independence and political strength in the greater Inner Sea region. Lumber harvested in the Immenwood travels by the Deluge River to Diobel or by road to Otari, and from thence to markets across the Inner Sea. Diobelian pearls, harvested from the oyster beds of Diobel's shallow harbor, are considered among the finest available in the markets of the Inner Sea. Iron and other precious metals and stones mined on the island (especially by the dwarven mining enclave at Galizhur) feed Absalom's many craftworks, whose products are exported worldwide. Skymetals harvested from the Diobel Hills or discovered on the ocean floor and traded to the city by Low Azlanti are among the most sought-after treasures in the world." + "The wealthiest district in all of Absalom looks down upon the city from its perch on Aroden's Hill. Brick-framed medians upon the district's broad avenues stand lush with colorful flora, giving the district its name. The richest noble families and the most powerful merchant lords and guildmasters keep manors in the Petal District, ever striving to outdo one another with the ostentation of their estates. The city's oldest academy of magical instruction, the College of Mysteries, is tucked among these wealthy mansions and caters largely to the youth of Absalom's nobility. The {@i irezoko}, the enigmatic full-face magical tattoos of the college's master students, are a badge of honor in the Petal District equal to the finest and most luxuriant of gowns designed by the city's master tailors." ] }, - "the youth of Absalom's nobility. The {@i irezoko}, the enigmatic full-face magical tattoos of the college's master students, are a badge of honor in the Petal District equal to the finest and most luxuriant of gowns designed by the city's master tailors.", { "type": "pf2-h3", "source": "LOWG", @@ -535,7 +621,7 @@ "page": 18, "name": "The Puddles", "entries": [ - "The slum district known as the Puddles has always been {@condition prone} to flooding, but in the last decade things have grown increasingly desperate, with water now covering the majority of the district's streets to the height of a human's thighs or deeper. Those residents who refuse to flee (including no small number deliberately hiding out from Absalom's city watch) have taken to building makeshift bridges and ramps between the district's notoriously close-packed buildings, resulting in a vast and confounding network of skyways capable of delivering brave travelers with a strong sense of balance from one end of the district to another." + "The slum district known as the Puddles has always been prone to flooding, but in the last decade things have grown increasingly desperate, with water now covering the majority of the district's streets to the height of a human's thighs or deeper. Those residents who refuse to flee (including no small number deliberately hiding out from Absalom's city watch) have taken to building makeshift bridges and ramps between the district's notoriously close-packed buildings, resulting in a vast and confounding network of skyways capable of delivering brave travelers with a strong sense of balance from one end of the district to another." ] }, { @@ -553,7 +639,7 @@ "page": 18, "name": "The Wise Quarter", "entries": [ - "Absalom's reputation as a center of learning in Golarion dates back to its earliest days. Famed institutions like the {@skill Arcana}mirium arcane school, Blakros Museum, and the great library of the Forae Logos contribute to Absalom's academic pedigree, drawing knowledge-hungry students from all over the world. The Wise Quarter holds these institutions and scores more, and its broad avenues throng with students and instructors alike. The district is also home to Absalom's civic government, including the ancient, monolithic meeting palace of the Grand Council and the honeycomb array of administrative buildings that serve its vast bureaucracy." + "Absalom's reputation as a center of learning in Golarion dates back to its earliest days. Famed institutions like the Arcanamirium arcane school, Blakros Museum, and the great library of the Forae Logos contribute to Absalom's academic pedigree, drawing knowledge-hungry students from all over the world. The Wise Quarter holds these institutions and scores more, and its broad avenues throng with students and instructors alike. The district is also home to Absalom's civic government, including the ancient, monolithic meeting palace of the Grand Council and the honeycomb array of administrative buildings that serve its vast bureaucracy." ] } ] @@ -565,22 +651,13 @@ "name": "Greater Kortos", "entries": [ "Absalom claims all of the Isle of Kortos as its domain, but several wild regions remain outside the city's direct control. From coast to coast, signs of the island's extreme antiquity are evident everywhere, from the overgrown fortresses of the Immenwood to the crumbling Aeon Towers of the Swardlands. Descriptions of several important Kortos locales follow.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 18, - "name": "THE SHADOW WAR", - "entries": [ - "The web of control between the city's primarch, Grand Council, Low Council, and other powerful actors is a complex one that can be manipulated by tugging on the right strand. Absalom's factions and noble houses use their connections and sway to manipulate the workings of the city, from choosing who sits on the Low Council to the price of onions. This struggle for influence, known as the Shadow War, is something of an open secret, and those who know where to look can spot the political agenda behind seemingly pointless civil squabbles." - ] - }, { "type": "pf2-h3", "source": "LOWG", "page": 19, "name": "Cairnlands", "entries": [ - "The barren wasteland surrounding Absalom is littered with scores of siege castles\u2014 monuments to the failed invasions of 5 millennia whose near-forgotten chambers now are home to monsters, brigands, and the unquiet dead. The strongholds vary in size from the mile-tall Spire of Nex 10 miles north of the city to the tumbledown Pyramid of the Dog just outside the Puddles. Enticing rumors of undiscovered chambers and unclaimed treasures in siege castles just beyond the city walls beckon adventurers to explore their darkened depths." + "The barren wasteland surrounding Absalom is littered with scores of siege castles\u2014monuments to the failed invasions of 5 millennia whose near-forgotten chambers now are home to monsters, brigands, and the unquiet dead. The strongholds vary in size from the mile-tall Spire of Nex 10 miles north of the city to the tumbledown Pyramid of the Dog just outside the Puddles. Enticing rumors of undiscovered chambers and unclaimed treasures in siege castles just beyond the city walls beckon adventurers to explore their darkened depths." ] }, { @@ -589,9 +666,7 @@ "page": 19, "name": "Diobel", "entries": [ - "The so-called \"Back Door to Absalom\" squats upon a wide, wooden boardwalk at the end of a shallow harbor on the island's southwest coast. Cargo-laden barges skim over rich oyster beds between the bustling trade town and the Trawl, a maze of steep stonework walls crusted with seaweed, barnacles, and small shellfish.", - "All commercial traffic coming through the Trawl falls under the careful scrutiny of the Kortos Consortium, an association of guildmasters and merchant lords who control the island's considerable mining, farming, trapping, fishing, and oyster-harvesting trades and administer Diobel's many thriving markets. It's an open secret that they also control a conduit for illicit goods smuggled into and out of Absalom by road without risking the scrutiny of the Harbor Guard.", - "The Consortium's corruption makes Diobel a hotbed of political intrigue against the high and mighty of Absalom, inspiring a chaotic atmosphere, and while the group keeps everything well regulated, there's a sense that this arrangement could collapse at any moment." + "The so-called \"Back Door to Absalom\" squats upon a wide, wooden boardwalk at the end of a shallow harbor on the island's southwest coast. Cargo-laden barges skim over rich oyster beds between the bustling trade town and the Trawl, a maze of steep stonework walls crusted with seaweed, barnacles, and small shellfish. All commercial traffic coming through the Trawl falls under the careful scrutiny of the Kortos Consortium, an association of guildmasters and merchant lords who control the island's considerable mining, farming, trapping, fishing, and oyster-harvesting trades and administer Diobel's many thriving markets. It's an open secret that they also control a conduit for illicit goods smuggled into and out of Absalom by road without risking the scrutiny of the Harbor Guard. The Consortium's corruption makes Diobel a hotbed of political intrigue against the high and mighty of Absalom, inspiring a chaotic atmosphere, and while the group keeps everything well regulated, there's a sense that this arrangement could collapse at any moment." ] }, { @@ -609,36 +684,17 @@ "page": 19, "name": "The Immenwood", "entries": [ - "The vast, primordial woodland north of Absalom has provided lumber to the city and its vassals for almost as long as it has sheltered its enemies and outcasts.", - "To the west, past the bustling town of Meravon\u2014 epicenter of the island's logging trade\u2014the magic of the Old Forest Aeon Tower once enriched the soil and bolstered regrowth. In the island's earliest days, trees in the western Immenwood grew taller and faster than elsewhere on the island, and Kortos grew rich exporting wood to Qadira and the northern coast of Garund. The death of Aroden weakened the tower's magic, however, and now the harvested trees replenish at the normal rate\u2014perhaps even slower\u2014and the lumber barons of the Kortos Consortium look to druids in hopes of restoring the forest to its previous glory. The central Immenwood is older and craggier than the outskirts, {@condition prone} to tangled undergrowth, an intertwined canopy, and long shadows. The forest's eastern reach." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 19, - "name": "RELATIONS", - "entries": [ - "Numerous factions vie for control over the Starstone Isle. Absalom itself claims the whole of Kortos and Erran as its political domain, but many of the islands' wilder regions are effectively lawless wilderness. The Kortos Consortium of Diobel (technically a part of Absalom's regional government) has generally good relations with the rugged Inlanders who dwell in the hills and deep forests of Kortos, as these hardy folk provide much of the labor behind the Consortium's fur, farming, and lumber trades. Relations with the agents of Absalom proper\u2014often in the form of altercations with the First Guard's Eagle Garrison patrols\u2014 are a cause of some tension with the Inlanders, but the openly {@condition hostile} threats posed by minotaurs, harpies, and centaurs are often a far more pressing concern." + "The vast, primordial woodland north of Absalom has provided lumber to the city and its vassals for almost as long as it has sheltered its enemies and outcasts. To the west, past the bustling town of Meravon\u2014epicenter of the island's logging trade\u2014the magic of the Old Forest Aeon Tower once enriched the soil and bolstered regrowth. In the island's earliest days, trees in the western Immenwood grew taller and faster than elsewhere on the island, and Kortos grew rich exporting wood to Qadira and the northern coast of Garund. The death of Aroden weakened the tower's magic, however, and now the harvested trees replenish at the normal rate\u2014perhaps even slower\u2014and the lumber barons of the Kortos Consortium look to druids in hopes of restoring the forest to its previous glory. The central Immenwood is older and craggier than the outskirts, prone to tangled undergrowth, an intertwined canopy, and long shadows. The forest's eastern reach touches the Tyrant's Grasp, where blighted trees grow warped and twisted by the necromantic corruption left by Tar-Baphon's defeat, and the clearings are haunted by undead wretches and sinister cultists of the Whispering Way.", + "The Immenwood hides many ruins and lost settlements, along with several active fortresses. The wooded foothills of the Kortos Mounts hold mines, both active and inactive, almost all of which have inhabitants of one kind or another. Patrols of the First Guard's Eagle Garrison range the trails connecting the forest's settlements, which often fall prey to outlaws. The centaur tribes that dwell in the forest are more hospitable than their violent, xenophobic cousins of the Scrape, but they've suffered terribly at the hands of Absalom in recent years, and tensions remain high." ] }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 20, - "name": "CENTAUR AEON TOWER" - }, - "touches the Tyrant's Grasp, where blighted trees grow warped and twisted by the necromantic corruption left by Tar-Baphon's defeat, and the clearings are haunted by undead wretches and sinister cultists of the Whispering Way.", - "The Immenwood hides many ruins and lost settlements, along with several active fortresses. The wooded foothills of the Kortos Mounts hold mines, both active and inactive, almost all of which have inhabitants of one kind or another.", - "Patrols of the First Guard's Eagle Garrison range the trails connecting the forest's settlements, which often fall prey to outlaws. The centaur tribes that dwell in the forest are more hospitable than their violent, xenophobic cousins of the Scrape, but they've suffered terribly at the hands of Absalom in recent years, and tensions remain high.", { "type": "pf2-h3", "source": "LOWG", "page": 20, "name": "Kortos Mounts", "entries": [ - "The soaring mountains of central Kortos loom large behind Absalom's skyline when viewed from the sea and are as identifiable to sailors and islanders as the Absalom Lighthouse, Eastgate's Blue Tower, and the Spire of Nex. Several large mountains, some capped with snow and ice, cut distinctive enough silhouettes against the sky as to take on cultural significance even to folk who never leave Absalom. Most notable are {@action Mount} Ganog, Arazlant Mox, and the Weeping Grandfather, each of which has its own legends, tavern songs, and folklore.", - "Twisting crevices and sharp ridges make travel through the region a treacherous proposition, to say nothing of the vicious harpies who roost in secluded defiles and crude villages at the tree line's edge, or the drakes, wyverns, and dragons who lurk nearer the rocky peaks." + "The soaring mountains of central Kortos loom large behind Absalom's skyline when viewed from the sea and are as identifiable to sailors and islanders as the Absalom Lighthouse, Eastgate's Blue Tower, and the Spire of Nex. Several large mountains, some capped with snow and ice, cut distinctive enough silhouettes against the sky as to take on cultural significance even to folk who never leave Absalom. Most notable are Mount Ganog, Arazlant Mox, and the Weeping Grandfather, each of which has its own legends, tavern songs, and folklore. Twisting crevices and sharp ridges make travel through the region a treacherous proposition, to say nothing of the vicious harpies who roost in secluded defiles and crude villages at the tree line's edge, or the drakes, wyverns, and dragons who lurk nearer the rocky peaks." ] }, { @@ -656,31 +712,16 @@ "page": 20, "name": "Swardlands", "entries": [ - "Kortos owes its great bounty not just to the fertile fields of its western reaches, but also to the enormous Aeon Towers and their {@i aeon orbs }that have magically sustained its flora since antiquity. Unknown parties crumbling cenotaph incapable of holding back a strange environmental devastation known as the Welt, which grows from the western edge of the Dunmire by a mile each year. The Old Forest Tower near the lumber town of Meravon once ensured the health and regrowth of the western Immenwood, but its powers grow weaker and weaker each season. The other three Aeon Towers still function for now, but their caretakers look on uneasily and wonder how long they\u2014and the famous agricultural prosperity of Kortos\u2014can endure." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 20, - "name": "AEON TOWERS", - "entries": [ - "Aroden erected each of the four ancient mud-brick towers on the island's western plains, as well as an identical structure on the Isle of Erran, in the first decades of the island's settlement to house the emit a nutritive radiation in a 15-mile radius. According to popular lore, Aroden liberated the orbs from a vast vault in the Darklands and brought them to Kortos to benefit humanity. For millennia they enhanced agriculture on Kortos, but Aroden's death over a century ago damaged the divine magic that had longer function as they were intended." + "Kortos owes its great bounty not just to the fertile fields of its western reaches, but also to the enormous Aeon Towers and their {@i aeon orbs} that have magically sustained its flora since antiquity. Unknown parties stole the aeon orb near Willowside a decade ago, leaving its tower a crumbling cenotaph incapable of holding back a strange environmental devastation known as the Welt, which grows from the western edge of the Dunmire by a mile each year. The Old Forest Tower near the lumber town of Meravon once ensured the health and regrowth of the western Immenwood, but its powers grow weaker and weaker each season. The other three Aeon Towers still function for now, but their caretakers look on uneasily and wonder how long they\u2014and the famous agricultural prosperity of Kortos\u2014can endure." ] }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 21, - "name": "ARODEN" - }, { "type": "pf2-h3", "source": "LOWG", "page": 21, "name": "Tyrant's Grasp", "entries": [ - "The site of the Whispering Tyrant's defeat is a blasted wasteland of necromantic corruption stretching nearly 15 miles across the plains, forest, and hills northeast of the Spire of Nex. The lich seemingly perished in a tremendous blast of magical energy that wrenched the undead lord's right hand from its bony wrist, and the skeletal hand remains there still, unwilling to loosen its grip upon the Isle of Kortos. Cultists of the Whispering Way flock to the tainted land, seeing it as the most likely beachhead for their lord's inevitable return to claim his hand and these dark devotees, but their numbers seem to be growing. Undead creatures\u2014 always a potential menace in the Cairnlands\u2014are notably more numerous within this region.", + "The site of the Whispering Tyrant's defeat is a blasted wasteland of necromantic corruption stretching nearly 15 miles across the plains, forest, and hills northeast of the Spire of Nex. The lich seemingly perished in a tremendous blast of magical energy that wrenched the undead lord's right hand from its bony wrist, and the skeletal hand remains there still, unwilling to loosen its grip upon the Isle of Kortos. Cultists of the Whispering Way flock to the tainted land, seeing it as the most likely beachhead for their lord's inevitable return to claim his hand and the Starstone. The First Guard has annihilated three attempted settlements by these dark devotees, but their numbers seem to be growing. Undead creatures\u2014always a potential menace in the Cairnlands\u2014are notably more numerous within this region.", "Undead within the Tyrant's Grasp gain the ability to sense living creatures as an imprecise sense with a range of 30 feet. They also gain resistance to positive energy equal to their level." ] } @@ -699,19 +740,9 @@ "page": 21, "name": "Escadar", "entries": [ - "In ancient times, Escadar was the site of an important Arodenite monastery called St. Sarnax, the training academy and esoteric library of the Knights of the Aeon Star, an order of holy sword-mages who accompanied Aroden in the uncertain days before his ascension. Although the island's northern reaches remained reserved for Aroden's exclusive personal use for centuries after his last appearance in Absalom, St. Sarnax and its small port community remained open to Aroden's clergy, with many visiting to consult ancient Azlanti manuscripts not recorded in Absalom's Forae Logos library. Only three elderly Knights of the Aeon Star remain today to maintain St.", - "Sarnax, but the white marble monastery still shines as brightly on the southern shores of Escadar as it did in Aroden's day.", + "In ancient times, Escadar was the site of an important Arodenite monastery called St. Sarnax, the training academy and esoteric library of the Knights of the Aeon Star, an order of holy sword-mages who accompanied Aroden in the uncertain days before his ascension. Although the island's northern reaches remained reserved for Aroden's exclusive personal use for centuries after his last appearance in Absalom, St. Sarnax and its small port community remained open to Aroden's clergy, with many visiting to consult ancient Azlanti manuscripts not recorded in Absalom's Forae Logos library. Only three elderly Knights of the Aeon Star remain today to maintain St. Sarnax, but the white marble monastery still shines as brightly on the southern shores of Escadar as it did in Aroden's day.", "Five centuries ago, Absalom fortified the harbor at St. Sarnax as headquarters for the city's mighty navy, naming the expanded settlement Escadar after a hero of the Pirate Siege. Scores of warships crowd Escadar's harbor, from which they set out on regular missions escorting merchant ships, hunting pirates, or patrolling the nearby seaways. When in port, sailors mix in Escadar's numerous barracks, saloons, gambling dens, and drug parlors. Escadar also features the House of the Cresting Wave, an embassy of the Low Azlanti, who dredge treasures from the sea to hock in the city's modest public markets." ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 21, - "name": "ARODEN: LEGACY OF A DEAD GOD", - "entries": [ - "While the church of Aroden no longer functions as a religious order, the church of Aroden as a political institution still lives on a century after its god's apparent death. With nearly 5,000 years of dominance in Absalom's civic and religious affairs, the presence of the Last Azlanti and his clergy is felt everywhere in Absalom, from the Founding Laws Aroden inscribed upon giant stone tablets to create the city's government to structures like Azlanti Keep that are said to have been constructed according to his specific design." - ] } ] }, @@ -721,7 +752,21 @@ "page": 22, "name": "Backgrounds", "entries": [ - "The following backgrounds are particularly suitable for characters from the Absalom region." + "The following backgrounds are particularly suitable for characters from the Absalom region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Child of the Puddles|lowg}", + "{@background Diobel Pearl Diver|lowg}", + "{@background Freed Slave of Absalom|lowg}", + "{@background Grand Council Bureaucrat|lowg}", + "{@background Inlander|lowg}", + "{@background Menagerie Dung Sweeper|lowg}", + "{@background Pathfinder Hopeful|lowg}", + "{@background Trade Consortium Underling|lowg}" + ] + } ] }, { @@ -730,22 +775,160 @@ "page": 23, "name": "Pathfinder Agent", "entries": [ - "You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity." + "You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Pathfinder Agent Dedication|lowg}", + "{@feat Careful Explorer|lowg}", + "{@feat Deft Cooperation|lowg}", + "{@feat Wayfinder Resonance Tinkerer|lowg}" + ] + } ] } ] }, { - "type": "pf2-h1", + "type": "section", + "blue": true, "source": "LOWG", "page": 24, - "name": "Broken Lands", + "name": "Chapter 3: Broken Lands", "entries": [ { - "type": "pf2-sidebar", + "type": "list", + "style": "list-hang-notitle", "source": "LOWG", "page": 24, - "name": "Brevoy (CN) Mendev (LG) Numeria (Cn) Razmiran (LE) River Kingdoms (CN) Sarkoris Scar (CE)" + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Brevoy, Mendev, Numeria, Razmiran, River Kingdoms, Sarkoris Scar" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Dwarven, Kellid, Taldan" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Abyssal}, {@language Common}, {@language Draconic}, {@language Hallit}, {@language Skald}, {@language Varisian}" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@organization Firebrands}, {@organization Pathfinder Society}, Razmir" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Cayden Cailean}, {@deity Desna}, {@deity Gorum}, {@deity Iomedae}, {@deity Lamashtu}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Mercenaries, Skymetal, Technology, Textiles" + } + ] + }, + { + "type": "pf2-sidebar", + "name": "TIMELINE", + "source": "LOWG", + "page": 26, + "entries": [ + "Circa", + "{@bold \u22124363 AR} Before the Age of Anguish, the Kellid people of Numeria witness the Rain of Stars.", + "{@bold 4499 AR} Choral the Conqueror unites Issia and Rostland as the newly founded kingdom of Brevoy.", + "{@bold 4606 AR} The Worldwound opens in Sarkoris. Demons pour forth from the rip in reality and quickly consume the entire nation, leaving only ruin.", + "{@bold 4622 AR} The First Mendevian Crusade begins.", + "{@bold 4638 AR} The city of Drezen falls to the demon horde, signaling the first crusade's defeat. In response, the Second Mendevian Crusade is called and establishes the wardstones as a mystical defense that tenuously contains the Worldwound's blight.", + "{@bold 4661 AR} Razmir, the Living God, declares himself in the River Kingdoms and swiftly conquers several smaller holds, uniting them as the new realm of Razmiran.", + "{@bold 4665 AR} The Third Mendevian Crusade is called, but soon sinks into factional infighting and persecution of indigenous Kellid and Sarkorian animist faiths.", + "{@bold 4692 AR} The Fourth Mendevian Crusade is called in response to the rise of the balor Khorramzadeh. The Order of Heralds reins in the purges of the Third Crusade.", + "{@bold 4699 AR} The royal House Rogarvia vanishes from Brevoy, and the city of Skywatch is mysteriously sealed. Later that year, House Surtova claims Brevoy's crown.", + "{@bold 4707 AR} The Fourth Crusade ends in a stalemate between demons and crusaders, with the demons forced into retreat but the forces of Mendev too exhausted to fight further.", + "{@bold 4716 AR} Numeria's Technic League shatters following the unexplained death of its leader. Rumors begin circulating of a new goddess rising from Silver Mount.", + "{@bold 4718 AR} A small band of heroes slays the demon lord Deskari and seals the Worldwound, bringing the Fifth Mendevian Crusade to a glorious victory. Many exhausted and traumatized veterans leave soon after.", + "{@bold 4718 AR} Efforts to reclaim the Sarkoris Scar begin in earnest, but it soon becomes apparent that the cities lost to the Worldwound are too corrupted to salvage. Storasta, Undarin, and Iz are razed after heavy fighting.", + "{@bold 4718 AR} Hopes for a lasting peace in Brevoy are dashed when the head of House Lebeda is accused of treason, interrupting a potential marriage alliance between House Lebeda and reigning House Surtova.", + "{@bold 4719 AR} The Whispering Tyrant breaks free. Most of the remaining holy champions in Mendev ride south to confront the lich, leaving Nerosyan under the rule of Chancellor Irahai.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 28, + "name": "NOTABLE FIGURES" + }, + "The following figures are important to the Broken Lands.", + { + "type": "entries", + "entries": [ + "{@bold KHISMAR CROOKCHAR}", + "Khismar stayed in Starfall after most of his colleagues in the Technic League fled, intending to stamp out his League rivals and assert his control over Numeria." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold CHANCELLOR IRAHI}", + "Appointed by Queen Galfrey to oversee Mendev, Chancellor Irahai is a tall, calm-voiced woman of Thuvian extraction whose parents were crusaders." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold KEVOTH-KUL}", + "Once a warlord ruled by ambition, then an addict ruled by his appetites, the Black Sovereign of Numeria is slowly shaking free of his advisors and addictions." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold NATALA SURTOVA}", + "The sister of King Noleski of Brevoy and de facto queen of the nation, Natala Surtova exerts arguably more influence over local politics than the actual ruler." + ] + }, + { + "type": "pf2-title", + "source": "LOWG", + "page": 29, + "name": "ECONOMICS" + }, + "Brevoy is one of the major exporters of food in the region. Rostland produces timber, grain, fruit, vegetables, and livestock, while Issia produces dried and salted fish, pickled clams, and freshwater pearls. Imports include finished goods, cloth, spices, and books. Mendev must import nearly everything necessary for survival. Numeria exports skymetal, smuggled technology fragments, and the hides and teeth of the strange animals that roam its wastes, as well as live, captured specimens. Its main imports are food, alcohol, and jewelry. Razmiran is another major exporter of food, as well as cloth, lumber, and fine woodwork. It imports alchemical, herbal, and medicinal supplies.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 30, + "name": "CASANDALEE" + }, + "The Iron Goddess began her existence as an android, falling to Golarion during the Rain of Stars. After living among the organic lifeforms of this world for millennia, she became a digital intelligence, then ascended to divinity in the heart of Silver Mount. As a goddess, Casandalee seeks both to advance the development of artificial intelligences and establish harmony between artificial and organic life-forms. Her faith is newly founded and little known outside Numeria.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 31, + "name": "RAZMIR" + }, + "Born mortal, the masked wizard Razmir claims to have ascended to godhood by passing the Test of the {@i Starstone} in distant Absalom. He founded his faith in the River Kingdoms, rapidly conquering the Arch-Duchy of Melcat and smaller kingdoms through intimidation and mass destruction. Now his grip on Razmiran is complete, and his agents continually seek to expand his theocracy by undermining neighboring lands.", + "The clergy holds all power in Razmiran. Promotion is won less by acts of faith than by seizing territory. Most often, this is achieved by establishing a temple in an impoverished, desperate community outside the nation, and pushing grateful new converts to clamor for annexation.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 32, + "name": "HUZURIS" + }, + "The tribes of old Sarkoris were famed for their mystical witch-wardens, their painted warriors, and the idols they called huzuris. Each huzuri began with the bleached skull of an animal significant to that tribe, either because it represented their totem spirit or because that individual beast shaped the tribe's history. A fall-fattened bear who appeared before hunters on the brink of starvation and a loyal war dog who saved a clan chief in battle might equally become honored huzuris after death. Once consecrated by the tribe's oldest witch, the huzuri became integral to the tribe's ancestor-based magic, and was often believed to be the repository in which the spirit of the tribe itself lived. Each successive witch and chief, upon attaining that title, pressed a fingertip soaked in their own blood to the bare skull. That crimson fingerprint stored its maker's memories, and so the collective history of the tribe was recorded in spirit-magic, blood, and bone. If a tribe's huzuri was ever lost or destroyed, the ancient Sarkorians believed that the tribe's soul was lost as well.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 33, + "name": "RELATIONS" + }, + "Foreign relations in the Broken Lands are limited. Brevoy and Mendev maintain diplomatic ties with each other and have a nominal presence in the other countries. Razmiran maintains small embassy-temples in a few River Kingdoms, but its other neighbors range from unwelcoming to openly hostile toward it, as the theocracy's agents are known for undermining outside societies. The River Kingdoms send out envoys decided at each year's Outlaw Council, but these representatives seldom have clear direction or duties, since the River Kingdoms are too fractious to set policy as a group. Numeria's government\u2014never truly organized to begin with\u2014has almost entirely dissolved following the collapse of the Technic League, and does not currently engage in formal diplomacy." + ] }, { "type": "pf2-h2", @@ -753,12 +936,11 @@ "page": 26, "name": "Broken Lands", "entries": [ - "Scarcity defines the {@condition Broken} Lands. The terrain is mostly nonarable, the cities small and scattered, the people hard and fiercely self-sufficient. {@skill Survival} is a constant battle that leaves little time for less pressing concerns. Countries in this region lack the prestigious artistic, academic, and cultural institutions that the empires to the south enjoy, but they also lack the extreme inequality and social rigidity that can hobble advancement in those lands. Here, a person's fate is in their own hands, and destiny is for the bold to forge.", + "Scarcity defines the Broken Lands. The terrain is mostly nonarable, the cities small and scattered, the people hard and fiercely self-sufficient. Survival is a constant battle that leaves little time for less pressing concerns. Countries in this region lack the prestigious artistic, academic, and cultural institutions that the empires to the south enjoy, but they also lack the extreme inequality and social rigidity that can hobble advancement in those lands. Here, a person's fate is in their own hands, and destiny is for the bold to forge.", "Both natural climate and historical disasters have shaped these nations. The rocky, wind-scoured hills of northern Brevoy and the mosquito-infested swamps of the River Kingdoms are impossible to cultivate, while the irradiated wastelands of Numeria and the demon-haunted Sarkoris Scar are even less hospitable. Arable farmland in the region is limited to southern Brevoy, parts of the Sellen River basin scattered across Razmiran and the River Kingdoms, and tiny pockets in Mendev and Numeria. As a realm's stability depends on keeping its people fed, the breadbaskets of Rostland take on outsize importance in Brevoy, and Razmiran's fertile farmland is a major reason its masked god's rule goes unchallenged.", "The region's history has unfurled against, and continues to be guided by, this backdrop of scarcity. Centuries ago, an immense starship fell from the night sky and shattered across Numeria in the Rain of Stars, seeding its land with untold wonders and dangers. In a more developed realm, those mysteries might have been dissected and cataloged long ago, but because Numeria was and is a sparsely populated land of superstitious folk, those star-fallen relics have remained largely unexplored to this day.", - "When the Worldwound erupted in the north and spewed demons onto Golarion, the Abyssal armies scythed through thinly settled Sarkoris without meaningful resistance. Fiends consumed that entire realm before the crusaders of neighboring Mendev, aided by soldiers from across the Inner Sea, were able to stem the tide.", - "For decades, southern nations sent soldiers and supplies northward to bolster the crusade's defenses, but when the Worldwound closed and new threats arose closer to home, those nations pulled their support away. Now, though the gravest danger has been sealed off, countless demons and their corruptions remain scattered across the Sarkoris Scar and the battlegrounds of Mendev, and few stand ready to face them.", - "Wild, perilous, and largely uncharted, the {@condition Broken} Lands are filled with dangers and mysteries both ancient and modern. Civilization is a fragile thing here, and in the vastness of the woods and lakes and windswept tundra, spirits and stranger things rule." + "When the Worldwound erupted in the north and spewed demons onto Golarion, the Abyssal armies scythed through thinly settled Sarkoris without meaningful resistance. Fiends consumed that entire realm before the crusaders of neighboring Mendev, aided by soldiers from across the Inner Sea, were able to stem the tide. For decades, southern nations sent soldiers and supplies northward to bolster the crusade's defenses, but when the Worldwound closed and new threats arose closer to home, those nations pulled their support away. Now, though the gravest danger has been sealed off, countless demons and their corruptions remain scattered across the Sarkoris Scar and the battlegrounds of Mendev, and few stand ready to face them.", + "Wild, perilous, and largely uncharted, the Broken Lands are filled with dangers and mysteries both ancient and modern. Civilization is a fragile thing here, and in the vastness of the woods and lakes and windswept tundra, spirits and stranger things rule." ] }, { @@ -768,51 +950,23 @@ "name": "Brevoy", "entries": [ "Two hundred and twenty years ago, Choral the Conqueror swept into the rival kingdoms of Issia and Rostland, welding the former foes into the single nation of Brevoy with sword and dragon flame. Choral founded the royal House Rogarvia, and his descendants ruled the new nation for 200 years. Yet the old enmities between Issia and Rostland, which had been held in check only by force, never healed. When Choral reapportioned his new kingdom among the seven great families of Brevoy, he changed their titles and leadership but largely kept the boundaries of their holdings intact. Thus the legal and cultural borders between Issia and Rostland survived, and when every member of House Rogarvia vanished in a single night without a trace, Brevoy's noble families swiftly fell back into their feuds. Today, 20 years after the Vanishing, Brevoy remains on the brink of civil war despite diplomats' heroic efforts to mend the country's fractures.", - "The closing of the Worldwound has increased trade along the Lake of Mists and Veils, and resettlement of formerly demon-plagued lands has driven up Mendev's demand for Brevoy's hardy livestock and seed grain. Meanwhile, Tar-Baphon's ascent over Lake Encarthan has shifted much southern trade to the Sellen River, which originates in Brevoy. Yet while the rich farmlands of Rostland produce most of the nation's goods, Issia's sailors control shipping and pocket most of the profits.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 26, - "name": "TIMELINE", - "entries": [ - "Circa \u20134363 ar Before the Age of Anguish, the Kellid people of Numeria witness the Rain of Stars.", - "4499 ar Choral the Conqueror unites Issia and Rostland as the newly founded kingdom of Brevoy.", - "4606 ar The Worldwound opens in Sarkoris. Demons pour forth from the rip in reality and quickly consume the entire nation, leaving only ruin.", - "4622 ar The First Mendevian Crusade begins.", - "4638 ar The city of Drezen falls to the demon horde, signaling the first crusade's defeat.", - "In response, the Second Mendevian Crusade is called as a mystical defense that tenuously contains the Worldwound's blight.", - "4661 ar Razmir, the Living God, declares himself in the River Kingdoms and swiftly conquers several smaller holds, uniting them as the new realm of Razmiran.", - "4665 ar The Third Mendevian Crusade is called, but soon sinks into factional infighting and persecution of indigenous Kellid and Sarkorian animist faiths.", - "4692 ar The Fourth Mendevian Crusade is called in response to the rise of the balor Khorramzadeh.", - "The Order of Heralds reins in the purges of the Third Crusade.", - "4699 ar The royal House Rogarvia vanishes from Brevoy, and the city of Skywatch is mysteriously sealed. Later that year, House Surtova claims Brevoy's crown.", - "4707 ar The Fourth Crusade ends in a stalemate between demons and crusaders, with the demons forced into retreat but the forces of Mendev too exhausted to fight further.", - "4716 ar Numeria's Technic League shatters following the unexplained death of its leader. Rumors begin circulating of a new goddess rising from Silver {@action Mount}.", - "4718 ar A small band of heroes slays the demon lord Deskari and seals the Worldwound, bringing the Fifth Mendevian Crusade to a glorious victory. Many exhausted and traumatized veterans leave soon after.", - "4718 ar Efforts to reclaim the Sarkoris Scar begin in earnest, but it soon becomes apparent that the cities lost to the Worldwound are too corrupted to salvage.", - "Storasta, Undarin, and Iz are razed after heavy fighting.", - "4718 ar Hopes for a lasting peace in Brevoy are dashed when the head of House Lebeda is accused of treason, interrupting a potential marriage alliance between House Lebeda and reigning House Surtova.", - "4719 ar The Whispering Tyrant breaks free. Most of the remaining holy champions in Mendev ride south to confront the lich, leaving Nerosyan under the rule of Chancellor Irahai." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 27, - "name": "NUMERIA" - }, - "Rostlanders, who have long believed their labor is exploited by the sly, clevertongued Issians\u2014who are, after all, outright pirates before they were conquered by Choral\u2014grow increasingly frustrated by this perceived unfairness. Issia's merchant princes argue that they supply the ships and negotiate the trade agreements that bring wealth to all, and if they can't invest adequately in their shipping fleets, they risk losing trade to foreign rivals. Meanwhile, commoners' discontent and complaints about their taxes being \"stolen\" by Issia echoes ever-louder in their lords' halls.", + "The closing of the Worldwound has increased trade along the Lake of Mists and Veils, and resettlement of formerly demon-plagued lands has driven up Mendev's demand for Brevoy's hardy livestock and seed grain. Meanwhile, Tar-Baphon's ascent over Lake Encarthan has shifted much southern trade to the Sellen River, which originates in Brevoy. Yet while the rich farmlands of Rostland produce most of the nation's goods, Issia's sailors control shipping and pocket most of the profits. Rostlanders, who have long believed their labor is exploited by the sly, clever-tongued Issians\u2014who are, after all, outright pirates before they were conquered by Choral\u2014grow increasingly frustrated by this perceived unfairness. Issia's merchant princes argue that they supply the ships and negotiate the trade agreements that bring wealth to all, and if they can't invest adequately in their shipping fleets, they risk losing trade to foreign rivals. Meanwhile, commoners' discontent and complaints about their taxes being \"stolen\" by Issia echoes ever-louder in their lords' halls.", "A potential marriage alliance between reigning House Surtova and wealthy House Lebeda, which might have closed the fissure between Rostland and Issia, came to an abrupt halt when Natala Surtova, sister to the king, accused Lord Lander Lebeda of treason. The young lord vanished in response, leaving the would-be bride Elanna Lebeda to return home in solidarity against the inevitable aggression from the reigning house of Brevoy. As Lander had been plagued with rumors of revolutionary sentiments since his youth, many nobles in Brevoy consider this to be simply one more way the lord has embarrassed his house, but the details of his supposed treason are muddled and contradictory. House Orlovsky in particular is adamant that the accusations are foul play on the part of the Surtovas, and the strain between the two houses, already pushed to the breaking point, has boiled over past the point of reason.", "Adding to these tensions, the end of the Mendevian Crusade left many soldiers idle. Some of the less reputable soldiers came to Brevoy, joining the great houses as mercenaries or studying under Aldori swordlords. These ex-crusaders tend to be a volatile lot, scarred by demon-haunted pasts and unfazed by casual violence, and contribute to a darkening national mood.", - "Finally, the recent unsealing of the walled city of Skywatch has unnerved many.", - "Built around a mysterious ancient observatory, the city ended all communications with the outside world on the same day that the Rogarvias disappeared. Months ago, without fanfare, the city gates opened and the strange magic that had cloaked Skywatch against divination vanished, although no one knows how or why. Stranger still, though their well-maintained homes and clean-swept streets indicate that Skywatch's inhabitants continued their everyday lives until quite recently, no living person remains within the walls. They were not alone there, however\u2014curious footprints suggest that something left the city when its gates opened.", + "Finally, the recent unsealing of the walled city of Skywatch has unnerved many. Built around a mysterious ancient observatory, the city ended all communications with the outside world on the same day that the Rogarvias disappeared. Months ago, without fanfare, the city gates opened and the strange magic that had cloaked Skywatch against divination vanished, although no one knows how or why. Stranger still, though their well-maintained homes and clean-swept streets indicate that Skywatch's inhabitants continued their everyday lives until quite recently, no living person remains within the walls. They were not alone there, however\u2014curious footprints suggest that something left the city when its gates opened.", { "type": "pf2-h3", "source": "LOWG", "page": 28, "name": "Aldori Dueling Sword", "entries": [ - "The legendary Brevic swordsman Sirian Aldori achieved great renown for his unmatched skill at swordplay. The students he accepted\u2014whom he required to swear an oath dedicating their lives to his secret techniques\u2014became the Aldori swordlords. The specialized Aldori dueling sword stands above all other weapons in the eyes of the Aldori swordlords, and only those with a swordlord's elite training are able to wield one effectively." + "The legendary Brevic swordsman Sirian Aldori achieved great renown for his unmatched skill at swordplay. The students he accepted\u2014whom he required to swear an oath dedicating their lives to his secret techniques\u2014became the Aldori swordlords. The specialized Aldori dueling sword stands above all other weapons in the eyes of the Aldori swordlords, and only those with a swordlord's elite training are able to wield one effectively.", + { + "type": "list", + "items": [ + "{@item Aldori Dueling Sword|lowg}" + ] + } ] } ] @@ -825,7 +979,7 @@ "entries": [ "The enormous freshwater lake that borders Brevoy, Numeria, Mendev, and Iobaria takes its name from the dense fog that steams from its surface each winter morning, burning off slowly throughout the day. Lesser clouds drift across its waves year-round, and some say that veils of fog sometimes swirl even below the water. In winter, the lake spawns storms that hammer northern Brevoy with hail and snow.", "Pirates, fishers, and traders ply the lake's waters, and soothsayers purport to read omens in its mists. Yet those who spend the most time on the Lake of Mists and Veils claim to know it least, for they alone have glimpsed the mysteries within its waves.", - "One such wonder is the Jundlan Wrecks, a frost-rimed tangle of {@condition broken} ships and ancient, half-frozen corpses in Jellicoe Bay\u2014the floating legacy of a massive naval battle between the long-dead pirate lords of Issia. Malevolent fey are said to haunt the storm-crushed wreckage, building altars and eldritch palaces from the dead pirates' treasure. On moonless nights, ghostly bells sound the midnight hour, and gangplanks of frost-bound human bone unfurl from the desolate ships, inviting anyone and no one to a destination unknown.", + "One such wonder is the Jundlan Wrecks, a frost-rimed tangle of broken ships and ancient, half-frozen corpses in Jellicoe Bay\u2014the floating legacy of a massive naval battle between the long-dead pirate lords of Issia. Malevolent fey are said to haunt the storm-crushed wreckage, building altars and eldritch palaces from the dead pirates' treasure. On moonless nights, ghostly bells sound the midnight hour, and gangplanks of frost-bound human bone unfurl from the desolate ships, inviting anyone and no one to a destination unknown.", "Another mystery lies north of Chesed, beyond the shore's sight, where a still patch of water lies undisturbed by wind or wave. Deep under the surface, the dim outline of some enormous hulk can just be glimpsed, its opaque black surface untouched by silt or water weeds. Twice in living memory, the mysterious structure has belched up great bubbles of sweet-smelling gas. Both incidents resulted in massive fish kills and caused violent hallucinations among ships' crews exposed to the gas. Some victims died, others developed strange new abilities, and a few simply had their consciousness destroyed, becoming senseless husks ever after." ] }, @@ -835,91 +989,24 @@ "page": 28, "name": "Mendev", "entries": [ - "For well over a century, the defining fact of life in the crusader kingdom of Mendev was the Worldwound: a reality-warping Abyssal rift west of the realm that threatened to consume all of Golarion. Heroes from across Avistan and beyond answered the call to meet the demonic horde. As the years rolled into decades, however, and the hope of victory grew ever fainter, the once-bright crusade began to tarnish. Infiltrated by fiendish agents sowing treachery and paranoia, the crusade's inquisitors turned their tools against indigenous Mendevians, whose animist religions seemed suspect to the crusaders. On the front lines, the steady.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 28, - "name": "KHISMAR CROOKCHAR", - "entries": [ - "Khismar stayed in Starfall after most of his colleagues in the Technic League fled, intending to stamp out his League rivals and assert his control over Numeria." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 28, - "name": "CHANCELLOR IRAHAI", - "entries": [ - "Appointed by Queen Galfrey to oversee Mendev, Chancellor Irahai is a tall, calmvoiced woman of Thuvian extraction whose parents were crusaders." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 28, - "name": "KEVOTH-KUL", - "entries": [ - "Once a warlord ruled by ambition, then an addict ruled by his appetites, the Black Sovereign of Numeria is slowly shaking free of his advisors and addictions." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 28, - "name": "NATALA SURTOVA", - "entries": [ - "The sister of King Noleski of Brevoy and de facto queen of the nation, Natala Surtova exerts arguably more influence over local politics than the actual ruler." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 28, - "name": "NOTABLE FIGURES", - "entries": [ - "The following figures are important to the {@condition Broken} Lands." - ] - }, - "toll of battle forced commanders to accept recruits who were more often than not criminals and exiles driven by desperation rather than conviction.", + "For well over a century, the defining fact of life in the crusader kingdom of Mendev was the Worldwound: a reality-warping Abyssal rift west of the realm that threatened to consume all of Golarion. Heroes from across Avistan and beyond answered the call to meet the demonic horde. As the years rolled into decades, however, and the hope of victory grew ever fainter, the once-bright crusade began to tarnish. Infiltrated by fiendish agents sowing treachery and paranoia, the crusade's inquisitors turned their tools against indigenous Mendevians, whose animist religions seemed suspect to the crusaders. On the front lines, the steady toll of battle forced commanders to accept recruits who were more often than not criminals and exiles driven by desperation rather than conviction.", "Then, just when it seemed that all might be lost, a miracle occurred: a small band of brave souls discovered and carried out a ritual to seal the Worldwound, slaying the demon lord Deskari and ending the existential threat that had defined Mendev for decades. Seemingly overnight, the demonic host collapsed into disarray, Queen Galfrey's army swept forward, and the Fifth Mendevian Crusade declared victory.", "Now Mendev faces the long, hard task of rebuilding a nation that has almost forgotten who it was before the war. Queen Galfrey stepped forward to become Iomedae's new herald, and most of her holy knights have departed, with many marching south to face the resurgent threat of Tar-Baphon\u2014although a few have instead chosen to square themselves against evils such as the nascent demon lord Treerazer in Kyonin's Tanglebriar. In their absence, the fledgling civilian government is hard-pressed to meet the nation's needs. Chancellor Irahai, appointed by the queen before her abdication, is a wise and clever governor, but hobbled by the widespread belief that her authority holds less weight in comparison to her predecessor.", "Political divisions that were suppressed under martial law\u2014such as between native Mendevians, who have long been pushed to the margins in their own land, and the foreigners who held authority during the crusade\u2014have risen in peacetime. The end of the crusade has also meant an end to the money and labor that outside faiths and nations sent north to stave off the demonic threat, leaving Mendev with only its own war-depleted resources to draw upon.", - "In addition to these difficulties, Mendev still contends with supernatural menaces.", - "The sealing of the Worldwound did not eliminate the demons already on Golarion, and Mendev remains crucial as a staging ground for holy champions who have pledged to fight until the last fiend has been driven out. The frost-antlered shades of the Estrovian Forest and the cursed ruins of Icerift Castle, ignored during the war, remain threats as well.", - "Yet this cold and perilous land holds wonder, too. Mendev's immense forests, white-crowned mountains, and snow-swept steppes are starkly beautiful. Scattered among them are the bones and dreams of dead generations, some who tried to tame an unyielding land and some who sought escape from the horrors of a seemingly endless war. All of them, and all their treasures, have vanished under snow and trees\u2014but not all are forgotten. Today, Kellids from the tribes of lost Sarkoris are returning to reclaim their devastated homeland. Some crusaders, hoping to atone for the cruelties inflicted by overzealous fanatics in the past, have sworn to help them.", - "Knowing this, the surviving demons have taken to hiding their own soul-poisoning magics as relics of indigenous Sarkorian faith, as most outlanders cannot distinguish true relics from false ones." + "In addition to these difficulties, Mendev still contends with supernatural menaces. The sealing of the Worldwound did not eliminate the demons already on Golarion, and Mendev remains crucial as a staging ground for holy champions who have pledged to fight until the last fiend has been driven out. The frost-antlered shades of the Estrovian Forest and the cursed ruins of Icerift Castle, ignored during the war, remain threats as well.", + "Yet this cold and perilous land holds wonder, too. Mendev's immense forests, white-crowned mountains, and snow-swept steppes are starkly beautiful. Scattered among them are the bones and dreams of dead generations, some who tried to tame an unyielding land and some who sought escape from the horrors of a seemingly endless war. All of them, and all their treasures, have vanished under snow and trees\u2014but not all are forgotten. Today, Kellids from the tribes of lost Sarkoris are returning to reclaim their devastated homeland. Some crusaders, hoping to atone for the cruelties inflicted by overzealous fanatics in the past, have sworn to help them. Knowing this, the surviving demons have taken to hiding their own soul-poisoning magics as relics of indigenous Sarkorian faith, as most outlanders cannot distinguish true relics from false ones." ] }, { - "type": "pf2-h2", - "source": "LOWG", - "page": 29, - "name": "Numeria", - "entries": [ - "Toward the end of the Age of Darkness, a great fireball with a smoking heart of steel broke apart in the night skies above Numeria, shattering into fragments\u2014some as small as fists, others large as cities\u2014that buried themselves across the rocky plains.", - "These strange relics from another world beyond the stars have shaped life for the grim, survivalist tribes of Numeria ever since. {@condition Invisible} emanations mutate the native animal and plant life into warped forms; horrors slumbering in cold chambers meant to voyage between the stars sometimes awaken and escape.", - "Vast swaths of Numeria are cratered, irradiated wastelands populated by metalclawed monsters with eyes of burning light. But skymetal and fragments of technology are powerful resources, and the lure of such wealth draws the brave and foolish alike.", - "The native people of Numeria are hard-bitten Kellids, mostly hunters and herders with a dark, superstitious worldview shaped by their unforgiving land and its star-flung hazards. The fiercest warlord in each generation traditionally takes the title of the Black Sovereign and claims rulership of Numeria, but in practice.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 29, - "name": "ECONOMICS", - "entries": [ - "Brevoy is one of the major exporters of food in the region. Rostland produces timber, grain, fruit, vegetables, and livestock, while Issia produces dried and salted fish, pickled clams, and freshwater pearls. Imports include finished goods, cloth, spices, and books. Mendev must import nearly everything necessary for survival. Numeria exports skymetal, smuggled technology fragments, and the hides and teeth of the strange animals that roam its wastes, as well as live, captured specimens. Its main imports are food, alcohol, and jewelry. Razmiran is another major exporter of food, as well as cloth, lumber, and fine woodwork.", - "It imports alchemical, herbal, and medicinal supplies." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 30, - "name": "LANDER LEBEDA SILVER MOUNT" - }, - "most tribes have their own leaders and pay little heed to a far-off sovereign, believing only peasants and soft city folk bow their heads to such claims.", - "This is particularly true for the current Black Sovereign, a once-mighty warrior named Kevoth-Kul, who conquered the city of Starfall in his youth. Some believed Kevoth-Kul would lead Numeria to glory on a red tide of conquest. Instead, he succumbed to the influence of the Technic League, a cabal of secretive arcanists and researchers obsessed with unlocking the secrets of Numerian technology. The Technic League plied Kevoth-Kul with the mind-altering fluids that seeped from the walls of Silver {@action Mount}, the vast and unimaginably complex edifice of alien technology half-buried in the earth outside Starfall. Soon the Black Sovereign was hopelessly addicted to these fluids, and lapsed into erratic, moody indolence.", - "Recently, however, the Captain of the Technic League died under closely {@condition concealed} circumstances. Brave souls whisper tales of a strange new goddess arising from the core of Silver {@action Mount} following the captain's demise, but the truth of these rumors is unknown. What is certain is that the Technic League fell into squabbling, murderous disarray within weeks. The survivors largely fled Starfall, and the Black Sovereign, freed from their control, has begun to break fitfully free from his addiction. Many fear that if he regains his senses, Kevoth-Kul will resume his campaign of conquest across Numeria. Since most Numerians have grown accustomed to semi-independence and no longer trust their tyrannical, unstable ruler, this is not a welcome prospect.", + "type": "pf2-h2", + "source": "LOWG", + "page": 29, + "name": "Numeria", + "entries": [ + "Toward the end of the Age of Darkness, a great fireball with a smoking heart of steel broke apart in the night skies above Numeria, shattering into fragments\u2014some as small as fists, others large as cities\u2014that buried themselves across the rocky plains. These strange relics from another world beyond the stars have shaped life for the grim, survivalist tribes of Numeria ever since. Invisible emanations mutate the native animal and plant life into warped forms; horrors slumbering in cold chambers meant to voyage between the stars sometimes awaken and escape. Vast swaths of Numeria are cratered, irradiated wastelands populated by metal-clawed monsters with eyes of burning light. But skymetal and fragments of technology are powerful resources, and the lure of such wealth draws the brave and foolish alike.", + "The native people of Numeria are hard-bitten Kellids, mostly hunters and herders with a dark, superstitious worldview shaped by their unforgiving land and its star-flung hazards. The fiercest warlord in each generation traditionally takes the title of the Black Sovereign and claims rulership of Numeria, but in practice most tribes have their own leaders and pay little heed to a far-off sovereign, believing only peasants and soft city folk bow their heads to such claims.", + "This is particularly true for the current Black Sovereign, a once-mighty warrior named Kevoth-Kul, who conquered the city of Starfall in his youth. Some believed Kevoth-Kul would lead Numeria to glory on a red tide of conquest. Instead, he succumbed to the influence of the Technic League, a cabal of secretive arcanists and researchers obsessed with unlocking the secrets of Numerian technology. The Technic League plied Kevoth-Kul with the mind-altering fluids that seeped from the walls of Silver Mount, the vast and unimaginably complex edifice of alien technology half-buried in the earth outside Starfall. Soon the Black Sovereign was hopelessly addicted to these fluids, and lapsed into erratic, moody indolence.", + "Recently, however, the Captain of the Technic League died under closely concealed circumstances. Brave souls whisper tales of a strange new goddess arising from the core of Silver Mount following the captain's demise, but the truth of these rumors is unknown. What is certain is that the Technic League fell into squabbling, murderous disarray within weeks. The survivors largely fled Starfall, and the Black Sovereign, freed from their control, has begun to break fitfully free from his addiction. Many fear that if he regains his senses, Kevoth-Kul will resume his campaign of conquest across Numeria. Since most Numerians have grown accustomed to semi-independence and no longer trust their tyrannical, unstable ruler, this is not a welcome prospect.", "The alternative, however, may be worse. While the Black Sovereign remained lost in his decades-long haze of intoxication, other warlords began claiming their own territories in Numeria. The collapse of the Technic League has greatly increased these warlords' power, as many former League members sought positions as advisors, and those new allies brought along their arsenals of stolen technology. Now, the warlords and their Technic League advisors are locked in an all-out arms race, each one vying to hoard the most powerful technology. While this has ensured that Numerian technology remains jealously guarded within the nation and does not reach neighboring lands, it also raises the risk that Numeria's civil war, if it comes, will prove devastating." ] }, @@ -930,26 +1017,10 @@ "name": "Razmiran", "entries": [ "The oppressive theocracy of Razmiran, ruled by the masked priests of a masked god, has long been viewed with wariness by its neighbors. A young nation, Razmiran was carved out of the neighboring River Kingdoms only a little over 50 years ago. Yet unlike most of the short-lived countries that rise and fall in that tumultuous region, Razmiran seems grimly stable\u2014for it, unlike the kingdoms claimed by mere mortal lords, is ruled by a living god.", - "Few have seen the living god, but Razmir's presence in his kingdom is inescapable. His masked priests maintain tight control over society, acting as enforcers more than spiritual guides. Their distinctive temples, which are always centered around a massive set of stone steps leading up to a gold or silver mask, stand in every village and market square. These steps represent the 31 steps Razmir is said to have undertaken to pass the Test of the {@i Starstone} and attain divinity, and they are a recurring motif in both theocratic rhetoric and the physical layout of Razmiran's public spaces.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 30, - "name": "CASANDALEE", - "entries": [ - "The Iron Goddess began her existence as an android, falling to Golarion during the Rain of Stars. After living among the organic lifeforms of this world for millennia, she became a digital intelligence, then ascended to divinity in the heart of Silver {@action Mount}. As a goddess, Casandalee seeks both to advance the development of artificial intelligences and establish harmony between artificial and organic life-forms. Her faith is newly founded and little known outside Numeria." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 31, - "name": "RAZMIRAN PRIEST" - }, - "At present, Razmir's people take some solace in the constant reminders that they are personally protected by a deity. Soon after Tar-Baphon's resurgence and the destruction of Lastwall, Razmiran signaled that it would not oppose the Whispering Tyrant so long as the lich did not disturb the living god or his domain.", - "This bargain appears to have been satisfactory to both parties, and thus Razmiran, alone among the nations bordering Lake Encarthan, appears poised to remain neutral in the coming conflict between Tar-Baphon and the other regional powers.", - "Yet there are hints that this peace has been purchased at a ghastlier price than the priests acknowledge. Rumors persist that Razmiran is \"donating\" its dead to the Whispering Tyrant's armies in exchange for safety from the undead horde. These claims remain unconfirmed, in part because taboos concerning the uncleanliness of the dead are so strong in Razmiran that bodies are seldom viewed by family before being consigned to communal mausoleums, and in part because many of the dead are said to come from the massive prison mines of the Forgotten {@action Track}, where the condemned have disappeared quietly for years. Those who repeat these rumors often wonder, however, what might happen when Razmiran\u2014never an overly populous country\u2014runs out of corpses.", - "Perhaps even more troubling are the cautious whispers from those near the clergy that Razmir himself has begun to act erratically, becoming oddly withdrawn from his priests. With the Whispering Tyrant a terrifying new threat in the region, this lapse in Razmir's attentions\u2014and perhaps his protection\u2014frightens his faithful. As of yet, however, this fear remains relatively unknown outside the most secretive circles in the capital city of Thronestep and the remote, sacred fortress of First {@action Step}.", + "Few have seen the living god, but Razmir's presence in his kingdom is inescapable. His masked priests maintain tight control over society, acting as enforcers more than spiritual guides. Their distinctive temples, which are always centered around a massive set of stone steps leading up to a gold or silver mask, stand in every village and market square. These steps represent the 31 steps Razmir is said to have undertaken to pass the Test of the Starstone and attain divinity, and they are a recurring motif in both theocratic rhetoric and the physical layout of Razmiran's public spaces.", + "At present, Razmir's people take some solace in the constant reminders that they are personally protected by a deity. Soon after Tar-Baphon's resurgence and the destruction of Lastwall, Razmiran signaled that it would not oppose the Whispering Tyrant so long as the lich did not disturb the living god or his domain. This bargain appears to have been satisfactory to both parties, and thus Razmiran, alone among the nations bordering Lake Encarthan, appears poised to remain neutral in the coming conflict between Tar-Baphon and the other regional powers.", + "Yet there are hints that this peace has been purchased at a ghastlier price than the priests acknowledge. Rumors persist that Razmiran is \"donating\" its dead to the Whispering Tyrant's armies in exchange for safety from the undead horde. These claims remain unconfirmed, in part because taboos concerning the uncleanliness of the dead are so strong in Razmiran that bodies are seldom viewed by family before being consigned to communal mausoleums, and in part because many of the dead are said to come from the massive prison mines of the Forgotten Track, where the condemned have disappeared quietly for years. Those who repeat these rumors often wonder, however, what might happen when Razmiran\u2014never an overly populous country\u2014runs out of corpses.", + "Perhaps even more troubling are the cautious whispers from those near the clergy that Razmir himself has begun to act erratically, becoming oddly withdrawn from his priests. With the Whispering Tyrant a terrifying new threat in the region, this lapse in Razmir's attentions\u2014and perhaps his protection\u2014frightens his faithful. As of yet, however, this fear remains relatively unknown outside the most secretive circles in the capital city of Thronestep and the remote, sacred fortress of First Step.", "So far, everyday life in Razmiran has not drastically changed. The poor remain grindingly downtrodden, taxed nearly to starvation, while Razmir's clergy feast and indulge in every vice. In the wild Exalted Wood and the bustling crossroads town of Pilgrimage, outlaws and apostates dream of breaking the masked god's rule. That realizing these dreams may prove far more dangerous thanks to Tar-Baphon's rise does not dissuade them, for those crushed by tyranny are rarely able to see farther than the boot on their necks." ] }, @@ -959,26 +1030,9 @@ "page": 31, "name": "The River Kingdoms", "entries": [ - "Scattered among the forests and marshes of the Sellen River basin are the River Kingdoms: a loose confederation of tiny, independent states, the largest of them holding only a few thousand souls.", - "Hundreds of such kingdoms have risen and fallen over the centuries, for treachery and chaos are rife in this region, and few River Kingdoms outlive their founders. Within just the past few years, for instance, the kingdom of Pitax fell after an overambitious attempt to extend its borders, while a new kingdom arose out of the former Stolen Lands bordering Brevoy.", + "Scattered among the forests and marshes of the Sellen River basin are the River Kingdoms: a loose confederation of tiny, independent states, the largest of them holding only a few thousand souls. Hundreds of such kingdoms have risen and fallen over the centuries, for treachery and chaos are rife in this region, and few River Kingdoms outlive their founders. Within just the past few years, for instance, the kingdom of Pitax fell after an overambitious attempt to extend its borders, while a new kingdom arose out of the former Stolen Lands bordering Brevoy.", "The lawless reputation of the River Kingdoms draws outcasts, refugees, and anyone else so desperate to escape their pasts that carving out a new life in a rough frontier town seems like an attractive proposition. Such settlers rarely have much money, and as the skills developed in their homelands are often ill suited to hardscrabble lives in the river basin, they generally find it difficult to rebuild their fortunes. The region is further depressed by the River Kingdoms' instability, which deters trade, investment, and even travel. Thus, most of the River Kingdoms are poor, isolated, and backward\u2014but stubbornly, proudly free.", "Some of the current River Kingdoms include the following.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 31, - "name": "RAZMIR", - "entries": [ - "Born mortal, the masked wizard Razmir claims to have ascended to godhood distant Absalom. He founded his faith in the River Kingdoms, rapidly conquering the Arch-Duchy of Melcat and smaller kingdoms through intimidation and mass destruction. Now his grip on Razmiran is complete, and his agents continually seek to expand his theocracy by undermining neighboring lands.", - "The clergy holds all power in Razmiran. Promotion is won less by acts of faith than by seizing territory. Most often, this is achieved by establishing a temple in an impoverished, desperate community outside the nation, and pushing grateful new converts to clamor for annexation." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 32, - "name": "SELLEN RIVER" - }, { "type": "pf2-h3", "source": "LOWG", @@ -1023,35 +1077,10 @@ "page": 32, "name": "Sarkoris Scar", "entries": [ - "The region formerly called the Worldwound is now known as the Sarkoris Scar, after the jagged, ugly gash of blackened and {@condition broken} rock that runs across the land where the Abyssal rift once yawned.", - "Now that the rip between worlds has been sealed and the demon lord Deskari slain, the scattered descendants of Sarkoris dare to dream of reclaiming their ancestral land, though the task that looms before them is forbidding.", - "Despite Deskari's death and the scattering of his host, the northlands remain fraught with threats. Although the sealing of the Worldwound cut off the demons' never-ending reinforcements, it did not kill those fiends already present or purify the blight pervading the landscape.", - "Most of the Mendevian Crusade's might has been redirected to face Tar-Baphon.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 32, - "name": "HUZURIS", - "entries": [ - "The tribes of old Sarkoris were famed for their mystical witch-wardens, their painted warriors, and the idols they called huzuris. Each huzuri began with the bleached skull of an animal significant to that tribe, either because it represented their totem spirit or because that individual beast shaped the tribe's history. A fall-fattened bear who appeared before hunters on the brink of starvation and a loyal war dog who saved a clan chief in battle might equally become honored huzuris after death.", - "Once consecrated by the tribe's oldest witch, the huzuri became integral to the tribe's ancestor-based magic, and was often believed to be the repository in which the spirit of the tribe itself lived.", - "Each successive witch and chief, upon attaining that title, pressed a fingertip soaked in their own blood to the bare skull. That crimson fingerprint stored its maker's memories, and so the collective history of the tribe was recorded in spirit-magic, blood, and bone. If a tribe's huzuri was ever lost or destroyed, the ancient Sarkorians believed that the tribe's soul was lost as well." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 33, - "name": "DAGGERMARK ASSASSIN RELATIONS", - "entries": [ - "Foreign relations in the {@condition Broken} Lands are limited. Brevoy and Mendev maintain diplomatic ties with each other and have a nominal presence in the other countries. Razmiran maintains small embassy-temples in a few River Kingdoms, but its other neighbors range from unwelcoming to openly {@condition hostile} toward it, as the theocracy's agents are known for undermining outside societies.", - "The River Kingdoms send out envoys decided at each year's Outlaw Council, but these representatives seldom have clear direction or duties, since the River Kingdoms are too fractious to set policy as a group. Numeria's government\u2014 never truly organized to begin with\u2014has almost entirely dissolved following the collapse of the Technic League, and does not currently engage in formal diplomacy." - ] - }, - "far to the south, and the holy crusaders who remain are no longer as numerous or as vigilant as they once were. The demon-haunted ruins of Storasta, Undarin, and Iz\u2014three Sarkorian cities that were overrun shortly after the Worldwound opened\u2014have each been reclaimed, but the prospect of rebuilding on such defiled sites was so daunting that the victors razed and abandoned them instead. For now, the soot-stained mines outside Iz and the murky Sarkora River, flowing over the rubble of Undarin, have been left to demons and the dead.", - "Nevertheless, a small but courageous coalition of crusaders, adherents of the Green Faith, children of lost Sarkoris, and the old Sarkorian gods is determined to restore what it can. Their only permanent outpost is the small town of Gundrun, which they have built up into a walled and warded fort stockpiled with supplies.", - "Otherwise, these self-proclaimed Reclaimers prefer a nomadic lifestyle. In part, this is because the witch-wardens and warriors of old Sarkoris viewed the wanderer's way as cleaner and nobler than the hierarchical life of towns, but the Reclaimers also favor nomadism because the Sarkoris Scar remains too dangerous to settle. Until more of the region has been purified, any attempt at large-scale encampment outside Gundrun seems profoundly unwise.", - "Rather than rebuild cities, the Reclaimers focus on restoring wildlands. The mystical city of Dyinglight and its ring of aurora idols, and the repositories of ancient druidic traditions {@condition hidden} deep in the Shudderwood, are two of their primary targets. However, both of these sites remain in corrupted hands: Dyinglight is surrounded by clans of fiendish, cannibalistic giants, while the Shudderwood's native fey have been corrupted into tormented and perverted forms. Even the wild animals who roam those lands show the lingering touch of the Abyss in their glowing eyes, unnatural stench, and rampant bloodlust. Still, the Reclaimers are making slow, painful progress. There is no safety in the Sarkoris Scar\u2014not yet. But for the first time in a long while, there is hope." + "The region formerly called the Worldwound is now known as the Sarkoris Scar, after the jagged, ugly gash of blackened and broken rock that runs across the land where the Abyssal rift once yawned. Now that the rip between worlds has been sealed and the demon lord Deskari slain, the scattered descendants of Sarkoris dare to dream of reclaiming their ancestral land, though the task that looms before them is forbidding.", + "Despite Deskari's death and the scattering of his host, the northlands remain fraught with threats. Although the sealing of the Worldwound cut off the demons' never-ending reinforcements, it did not kill those fiends already present or purify the blight pervading the landscape. Most of the Mendevian Crusade's might has been redirected to face Tar-Baphon far to the south, and the holy crusaders who remain are no longer as numerous or as vigilant as they once were. The demon-haunted ruins of Storasta, Undarin, and Iz\u2014three Sarkorian cities that were overrun shortly after the Worldwound opened\u2014have each been reclaimed, but the prospect of rebuilding on such defiled sites was so daunting that the victors razed and abandoned them instead. For now, the soot-stained mines outside Iz and the murky Sarkora River, flowing over the rubble of Undarin, have been left to demons and the dead.", + "Nevertheless, a small but courageous coalition of crusaders, adherents of the Green Faith, children of lost Sarkoris, and the old Sarkorian gods is determined to restore what it can. Their only permanent outpost is the small town of Gundrun, which they have built up into a walled and warded fort stockpiled with supplies. Otherwise, these self-proclaimed Reclaimers prefer a nomadic lifestyle. In part, this is because the witch-wardens and warriors of old Sarkoris viewed the wanderer's way as cleaner and nobler than the hierarchical life of towns, but the Reclaimers also favor nomadism because the Sarkoris Scar remains too dangerous to settle. Until more of the region has been purified, any attempt at large-scale encampment outside Gundrun seems profoundly unwise.", + "Rather than rebuild cities, the Reclaimers focus on restoring wildlands. The mystical city of Dyinglight and its ring of aurora idols, and the repositories of ancient druidic traditions hidden deep in the Shudderwood, are two of their primary targets. However, both of these sites remain in corrupted hands: Dyinglight is surrounded by clans of fiendish, cannibalistic giants, while the Shudderwood's native fey have been corrupted into tormented and perverted forms. Even the wild animals who roam those lands show the lingering touch of the Abyss in their glowing eyes, unnatural stench, and rampant bloodlust. Still, the Reclaimers are making slow, painful progress. There is no safety in the Sarkoris Scar\u2014not yet. But for the first time in a long while, there is hope." ] }, { @@ -1060,8 +1089,7 @@ "page": 33, "name": "The Sellen River", "entries": [ - "The heavily trafficked Sellen River is the longest and most expansive of Avistan's rivers. With the rise of Tar-Baphon hindering trade across Lake Encarthan, the Sellen River has become even more crucial to the cultural and economic lives of the nations it connects. Originating in the Lake of Mists and Veils, the river runs south through Numeria and the eastern River Kingdoms before serving as a natural border for many of Avistan's central nations, then spilling into the Inner Sea.", - "Its primary tributaries\u2014the East and West Sellen Rivers\u2014are vital trade routes linking Mendev, the Sarkoris Scar, and Brevoy to the wealthier and more populous nations in central and southern Avistan.", + "The heavily trafficked Sellen River is the longest and most expansive of Avistan's rivers. With the rise of Tar-Baphon hindering trade across Lake Encarthan, the Sellen River has become even more crucial to the cultural and economic lives of the nations it connects. Originating in the Lake of Mists and Veils, the river runs south through Numeria and the eastern River Kingdoms before serving as a natural border for many of Avistan's central nations, then spilling into the Inner Sea. Its primary tributaries\u2014the East and West Sellen Rivers\u2014are vital trade routes linking Mendev, the Sarkoris Scar, and Brevoy to the wealthier and more populous nations in central and southern Avistan.", "The northern reaches of the Sellen River are subject to harsh winters that choke the waters with ice and lash travelers with frigid, blinding winds. As the river and its tributaries run south, the current slows and the waterway broadens, no longer confined to leaping rapids between walls of glacier-carved rock. Grasslands and rich forests unfurl on the riverbanks, and outposts become more common.", "Because trade along the Sellen River is so crucial to every nation it touches, most realms maintain regulated harbors and riverside towns where travelers can enjoy a degree of safety, generally in exchange for taxes and tolls. The river is too vast for anyone to completely control it, however, and smugglers, pirates, and cutthroats flourish along its less populated reaches. An entire secondary economy has sprung up to shield travelers from these threats, but it's an open secret that many river pilots and mercenary escorts switch sides to play pirate when their legitimate business slows." ] @@ -1072,7 +1100,20 @@ "page": 34, "name": "Backgrounds", "entries": [ - "The following backgrounds are particularly suitable for characters from the {@condition Broken} Lands region." + "The following backgrounds are particularly suitable for characters from the Broken Lands region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Aspiring River Monarch|lowg}", + "{@background Issian Partisan|lowg}", + "{@background Razmiran Faithful|lowg}", + "{@background Rostland Partisan|lowg}", + "{@background Sarkorian Reclaimer|lowg}", + "{@background Sarkorian Survivor|lowg}", + "{@background Wonder Taster|lowg}" + ] + } ] }, { @@ -1081,22 +1122,166 @@ "page": 35, "name": "Aldori Duelist", "entries": [ - "You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord." + "You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Aldori Duelist Dedication|lowg}", + "{@feat Aldori Parry|lowg}", + "{@feat Duelist's Edge|lowg}", + "{@feat Aldori Riposte|lowg}", + "{@feat Unnerving Prowess|lowg}", + "{@feat Saving Slash|lowg}" + ] + } ] } ] }, { - "type": "pf2-h1", + "type": "section", + "blue": true, "source": "LOWG", "page": 36, - "name": "Eye of Dread", + "name": "Chapter 4: Eye of Dread", "entries": [ { - "type": "pf2-sidebar", + "type": "list", + "style": "list-hang-notitle", "source": "LOWG", "page": 36, - "name": "Belkzen (CE) Gravelands (NE) Molthune (Ln) Nirmathas (Cg) Oprak (LE) Ustalav (NE)" + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Belkzen, Gravelands, Molthune, Nirmathas, Oprak, Ustalav" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Dwarven, Goblin, Half-orc, Kellid, Taldan, Varisian" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Goblin}, {@language Hallit}, {@language Necril}, {@language Orcish}, {@language Varisian}" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@deity Esoteric Order of the Palatine Eye|logm}, {@organization Magaambya}, {@deity Whispering Way}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Desna}, {@deity Erastil}, {@deity Iomedae}, {@deity Pharasma}, {@deity Rovagug}, {@deity Urgathoa}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Armor/Weapons, Books/Lore, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Mercenaries, Ores" + } + ] + }, + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 38, + "name": "TIMELINE", + "entries": [ + "{@bold \u22123708 AR} The orc warlord Belkzen conquers the Sky Citadel of Koldukar and renames it Urgir.", + "{@bold \u22123701 AR} The fey queen Gendowyn forms an alliance with local Kellid tribes around the Fangwood.", + "{@bold 896 AR} Aroden mortally wounds the wizard-king Tar-Baphon on the Isle of Terror.", + "{@bold 2631 AR} Varisian wanderers north of Lake Encarthan unite as the nation of Ustalav.", + "{@bold 3203 AR} Tar-Baphon returns as the lich known as the Whispering Tyrant, unites the orc tribes of Belkzen under his rule, and terrorizes central Avistan for more than 600 years.", + "{@bold 3754 AR} Taldor launches the Shining Crusade against the Whispering Tyrant.", + "{@bold 3827 AR} The Whispering Tyrant is imprisoned in Gallowspire. Ustalav is returned to its people.", + "{@bold 3828 AR} The Shining Crusade ends; its crusaders form the nation of Lastwall.", + "{@bold 4062 AR} The corrupted dryad Arlantia overthrows Gendowyn and unleashes the Darkblight in the Fangwood.", + "{@bold 4237 AR} The orcs of Belkzen assault the nation of Lastwall and retake the city of Urgir.", + "{@bold 4517 AR} Lastwall's border defenses fail against the hordes of Belkzen.", + "{@bold 4632 AR} The province of Molthune declares independence from Cheliax.", + "{@bold 4655 AR} Northern Molthune declares independence. Its leader, Irgal Nirmath, is assassinated, and the new nation is named Nirmathas in his honor.", + "{@bold 4674 AR} The Palatinates in northwest Ustalav overthrow their aristocratic leadership in favor of parliamentary rule.", + "{@bold 4692 AR} The orc warlord Grask Uldeth seizes control of Urgir and establishes a token system that allows non-orcs to travel Belkzen in relative safety.", + "{@bold 4710 AR} The right of indentured laborers and immigrants to obtain citizenship via civil and military service is established in Molthune, bolstering the nation's defenses.", + "{@bold 4716 AR} The orc warlord Grask Uldeth is assassinated. His steward, Ardax of the White-Hair, takes control of Urgir.", + "{@bold 4717 AR} The Ironfang Invasion. Hobgoblin warlord General Azaersi is routed by the Nirmathi militia and retreats to establish the nation of Oprak in southwest Nirmathas.", + "{@bold 4717 AR} Gendowyn reclaims control of the Accressial Court in the Fangwood when Arlantia is slain by Nirmathi militia leaders.", + "{@bold 4719 AR} The Whispering Tyrant obliterates Vigil, escapes Gallowspire, and overruns Lastwall; he then relocates to the Isle of Terror, reclaiming his old holdings there. The orcs of Belkzen rebuff the Whispering Tyrant's emissaries and unite to repel the lich's vengeful forces.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 40, + "name": "NOTABLE FIGURES" + }, + "The following are key public figures in the region.", + { + "type": "entries", + "entries": [ + "{@bold OVERLORD ARDAX THE WHITE-HAIR}", + "The Overlord of Urgir, Ardax controls access to Urgir and oversees negotiations between Belkzen and their neighbors." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold GENERAL AZAERSI}", + "Founder of the Ironfang Legion and now ruler of Oprak, General Azaersi works to establish a hobgoblin homeland and secure the resources of the Onyx Vault." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold IMPERIAL GOVERNOR MARKWIN TELDAS}", + "The Imperial Governor of Molthune focuses on expanding the citizenry of his nation in order to strengthen it." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold THE WHISPERING TYRANT}", + "A resurgent villain who has challenged gods, slaughtered saints, and amassed armies, Tar-Baphon is the greatest current threat to Avistan." + ] + }, + { + "type": "pf2-title", + "source": "LOWG", + "page": 41, + "name": "ARAZNI" + }, + "Aroden's former herald was slain by the Whispering Tyrant, forced into lichdom by the necromancer Geb, and escaped centuries of serving as Geb's queen by her own cunning and tenacity. She is a patron of the abused and broken, commanding her followers to survive at all costs and to never forgive those who have hurt or abandoned them. She holds a following among those surviving knights of Lastwall who feel resentment over how badly their leaders failed them, although most goodly knights eschew her harsh views and vindictive nature.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 42, + "name": "FEY BARGAINS" + }, + "Some fey offer supernatural boons in exchange for strange currency, such as the ability to see the moon or the first syllable of the buyer's name. Breaking a fey bargain usually brings a dire curse, and negotiating to end one often bears an even heavier cost. Fey normally grant the buyer the ability to use a focus spell as an innate spell a certain number of times\u2014usually three times\u2014ever. A bargain for beauty might grant the captivating adoration focus spell, while a wish for protection might win the skin of thorns focus spell. The focus spells are of the primal tradition, even if they would usually be from a class that casts them via a different tradition, and the buyer is trained in attack rolls and spell DCs with this focus spell, even if they normally aren't trained in primal spells. More powerful fey offer more powerful focus spells.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 43, + "name": "ECONOMICS" + }, + "The mountains of central Avistan are rich in ores, and both Belkzen and Oprak rely heavily on the export of metals and gems. Although the Fangwood Forest continues to provide a bounty to those who tend it, the fey there do not permit reckless harvesting. The disappearance of the bread basket of central Lastwall and the crush of refugees make food supplies the region's most desired import. Molthune has capitalized on its strong workforce and favorable trade contracts to dominate shipping and transportation in the region. Lake Encarthan remains one of the most heavily-traveled waterways in Avistan, although the presence of the Whispering Tyrant on the Isle of Terror forces merchant ships and pirates alike to remain close to shore.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 44, + "name": "RELATIONS" + }, + "The most significant force in the Eye of Dread region is currently the Whispering Tyrant. His armies of undead press outward from the Gravelands and the Eye of Dread, forcing neighboring regions to stand together against his might. The flow of refugees from the shattered nation of Lastwall overwhelms many surrounding nations, and has created a particularly xenophobic backlash in the Ustalavic port city of Caliphas.", + "The Whispering Tyrant has pushed nations into alliances thought impossible only a decade ago. Nirmathas and Molthune have cooled their animosity in the wake of Oprak's birth and the Whispering Tyrant's threat. Belkzen now formally debates pacts with neighboring nations to withstand the undead hordes. Even the fey of the Fangwood, free after centuries of corrupted rule, consider allies to bestow their capricious favor on.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 45, + "name": "ESOTERIC ORDER OF THE PALATINE EYE" + }, + "A secret order of scholars and historians based in Ustalav, the Esoteric Order of the Palatine Eye watches the world for signs of dangerous lore and inhuman monsters. It comprises masters of occult lore, and its members-only libraries include secrets from ancient Osirion and even older civilizations. The order's greatest enemy is the nefarious death cult known as the Whispering Way, whose adherents serve as loyal agents of their greatest member, Tar-Baphon. With Tar-Baphon's resurgence, the Esoteric Order has stepped more to the forefront than is usual for a secret order to thwart the lich-king's schemes. As members are accustomed to communicating with each other through coded messages, meaning-laden symbols, and cryptic clues, this new candor doesn't sit well with the Esoteric Order's older members." + ] }, { "type": "pf2-h2", @@ -1104,9 +1289,9 @@ "page": 38, "name": "Eye of Dread", "entries": [ - "Blood and conflict have been facts of life in north-central Avistan for centuries, and with the recent collapse of the valiant crusader nation of Lastwall, the area is even more dangerous. Though many perils haunt these war-torn lands, among the deadliest is the lich Tar-Baphon, known as the Whispering Tyrant, who has recently reemerged to threaten the region once more. The wizard-king Tar-Baphon first rose to prominence around 850 ar\u2014his mortal life is shrouded in myth and legend, but he mastered necromancy and drew the attention of the god Aroden himself. In 896, the two clashed on the Isle of Terror, where Tar-Baphon tried, but failed, to lure Aroden into a trap called the Well of Sorrows. Aroden killed Tar-Baphon, but the powerful wizard rose again, 2 millennia later, as a lich. Under the title of the Whispering Tyrant, Tar-Baphon seized power in Ustalav and united the orc tribes of Belkzen under his banner. The Whispering Tyrant held central Avistan firmly in his skeletal fist for centuries, raising slain troops to fight as undead warriors.", + "Blood and conflict have been facts of life in north-central Avistan for centuries, and with the recent collapse of the valiant crusader nation of Lastwall, the area is even more dangerous. Though many perils haunt these war-torn lands, among the deadliest is the lich Tar-Baphon, known as the Whispering Tyrant, who has recently reemerged to threaten the region once more. The wizard-king Tar-Baphon first rose to prominence around 850 AR\u2014his mortal life is shrouded in myth and legend, but he mastered necromancy and drew the attention of the god Aroden himself. In 896, the two clashed on the Isle of Terror, where Tar-Baphon tried, but failed, to lure Aroden into a trap called the Well of Sorrows. Aroden killed Tar-Baphon, but the powerful wizard rose again, 2 millennia later, as a lich. Under the title of the Whispering Tyrant, Tar-Baphon seized power in Ustalav and united the orc tribes of Belkzen under his banner. The Whispering Tyrant held central Avistan firmly in his skeletal fist for centuries, raising slain troops to fight as undead warriors.", "In 3754, Taldor launched the Shining Crusade to vanquish the lich-king. Its Knights of Ozem established the port town of Vellumis as a foothold and, with the dwarves of Kraggodan, fought back the Whispering Tyrant's armies. The crusaders beseeched Aroden to vanquish his ancient foe, but Aroden sent his herald, Arazni the Red Crusader, in his stead. The Knights of Ozem rallied behind her, but Arazni fell against the wizard-king and was slain.", - "Outraged, the Knights of Ozem redoubled their efforts, routing the orc hordes and pushing the Whispering Tyrant back to his city of Adorak. There, the valiant General Arnisant faced the Whispering Tyrant in single combat. The overconfident protected by a shield crafted by Aroden himself. The shield absorbed Tar-Baphon's magic, shattering into a dozen pieces. One of the pieces embedded itself in the Whispering Tyrant's hand, burning his undead flesh with its life-giving energy. The weakened lich retreated into his fortress, called Gallowspire, where the crusaders, too exhausted to pursue, sealed him within using powerful magical wards.", + "Outraged, the Knights of Ozem redoubled their efforts, routing the orc hordes and pushing the Whispering Tyrant back to his city of Adorak. There, the valiant General Arnisant faced the Whispering Tyrant in single combat. The overconfident lich casually wished for the general's heart to fly to his hand, but Arnisant was protected by a shield crafted by Aroden himself. The shield absorbed Tar-Baphon's magic, shattering into a dozen pieces. One of the pieces embedded itself in the Whispering Tyrant's hand, burning his undead flesh with its life-giving energy. The weakened lich retreated into his fortress, called Gallowspire, where the crusaders, too exhausted to pursue, sealed him within using powerful magical wards.", "The crusaders named the lands surrounding their former base of operations Lastwall, establishing themselves there as watchers of the Whispering Tyrant's prison and defenders against Belkzen. The nation of Ustalav was free at last, although it never recovered the vigor that Tar-Baphon had stolen from it. Yet the Whispering Tyrant plotted within his prison. He learned he could use the shard still lodged in his hand as a devastating weapon, remotely detonating the other shards of the shattered shield. His agents\u2014a group of necromancers and death cultists called the Whispering Way\u2014stole the shards and placed them in key sites, including Lastwall's capital of Vigil and in the shadowed halls of Gallowspire. The Gallowspire explosion cracked the crusaders' great seal and freed the Whispering Tyrant. After setting loose hordes of undead across Lastwall\u2014now known as the Gravelands\u2014the lich moved against Absalom, determined to seize the power of the {@i Starstone}. Powerful heroes sacrificed themselves to detonate the shard in Tar-Baphon's own hand, staining the area now known as the Tyrant's Grasp with his necromantic power but forcing the Whispering Tyrant back to his phylactery on the Isle of Terror. The Whispering Tyrant now amasses his undead armies and prepares to ravage Avistan anew." ] }, @@ -1116,51 +1301,9 @@ "page": 38, "name": "Belkzen", "entries": [ - "Cartographers may designate the lands between the Tusk Mountains, the Kodar Mountains, and the Mindspin Mountains \"Belkzen,\" but there is no such formal nation and few of its mainly orc residents would deem it a place name. To them, Belkzen is the name a legendary hero, an orc warlord who united the tribes in the area and conquered the dwarven Sky Citadel of Koldukar more than 8,000 years ago. Belkzen renamed the city Urgir, and it remains the largest city in the region by far. Although Belkzen's alliance collapsed after his death, fracturing the orcs into dozens of feuding tribes, Urgir remains a symbol of power to the them, and despite constant turnovers in leadership the city has continued to grow. More recently, a.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 38, - "name": "TIMELINE", - "entries": [ - "\u20133708 ar The orc warlord Belkzen conquers the Sky Citadel of Koldukar and renames it Urgir.", - "\u20133701 ar The fey queen Gendowyn forms an alliance with local Kellid tribes around the Fangwood.", - "896 ar Aroden mortally wounds the wizard-king Tar-Baphon on the Isle of Terror.", - "2631 ar Varisian wanderers north of Lake Encarthan unite as the nation of Ustalav.", - "3203 ar Tar-Baphon returns as the lich known as the Whispering Tyrant, unites the orc tribes of Belkzen under his rule, and terrorizes central Avistan for more than 600 years.", - "3754 ar Taldor launches the Shining Crusade against the Whispering Tyrant.", - "3827 ar The Whispering Tyrant is imprisoned in Gallowspire.", - "Ustalav is returned to its people.", - "3828 ar The Shining Crusade ends; its crusaders form the nation of Lastwall.", - "4062 ar The corrupted dryad Arlantia overthrows Gendowyn and unleashes the Darkblight in the Fangwood.", - "4237 ar The orcs of Belkzen assault the nation of Lastwall and retake the city of Urgir.", - "4517 ar Lastwall's border defenses fail against the hordes of Belkzen.", - "4632 ar The province of Molthune declares independence from Cheliax.", - "4655 ar Northern Molthune declares independence. Its leader, Irgal Nirmath, is assassinated, and the new nation is named Nirmathas in his honor.", - "4674 ar The Palatinates in northwest Ustalav overthrow their aristocratic leadership in favor of parliamentary rule.", - "4692 ar The orc warlord Grask Uldeth seizes control of Urgir and establishes a token system that allows non-orcs to travel Belkzen in relative safety.", - "4710 ar The right of indentured laborers and immigrants to." - ] - }, - "clever and far-sighted warlord named Grask Uldeth, chieftain of the Empty Hand tribe, saw the economic benefits other nations enjoyed and sought to bring them to Urgir by means other than by simply stealing them. Uldeth created a system of tokens allowing non-orcs to travel through Belkzen freely in exchange for tribute payments, encouraged merchants to relocate to Urgir with light taxes and complete indifference to unscrupulous wares, and ensured their protection in the city with a rudimentary police force called the Closed Fist. Uldeth was slain by a mysterious assassin in 4716 and his steward, Ardax the White-Hair, now serves as Overlord of Urgir. Ardax leads the Closed Fist but not the Empty Hand, which has given him more time to coordinate improvements to the city. Chief among these has been the discovery of several caches of dwarven weapons underneath the city, along with a huge herd of rust monsters that now patrol with the Closed Fist like trained dogs.", - "When the Whispering Tyrant broke free from Gallowspire, he sent several envoys to regain the allegiances of the orc hordes, just has he had 15 centuries ago. The tribes of Belkzen remembered what had happened to their ancestors under Tar- Baphon, however, and this time the orcs refused to fight and die for the lich-king.", - "The orcs slaughtered the undead envoys as an answer and mounted the envoys' heads on the walls of Urgir. The Whispering Tyrant was enraged by this defiance, sending an army of undead to cow the orcs in response. In the Battle of Nine {@condition Broken} Skulls outside of Urgir, Ardax led a desperate coalition of orc tribes to victory over the undead army. The Whispering Tyrant had sought to break the orcs' morale, but he succeeded only in teaching them how much stronger they could be together.", - "The orcs know it's only a matter of time before the Whispering Tyrant sends a larger force or, worse, marches to Urgir personally. While even the most stubborn of the tribes have conceded they must solidify into a united front to repel this incipient threat, they struggle to overcome a long history of strife. Belkzen's land is harsh and unyielding, and it receives little rain except during the spring floods that turn the region's largest thoroughfare\u2014the Flood Road\u2014from a wide, dry valley into a river. The orc tribes now struggle to work together to share the resources.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 39, - "name": "OPRAK", - "entries": [ - "obtain citizenship via civil and military service is established in Molthune, bolstering the nation's defenses.", - "4716 ar The orc warlord Grask Uldeth is assassinated. His steward, Ardax of the White-Hair, takes control of Urgir.", - "4717 ar The Ironfang Invasion.", - "Hobgoblin warlord General Azaersi is routed by the Nirmathi militia and retreats to establish the nation of Oprak in southwest Nirmathas.", - "4717 ar Gendowyn reclaims control of the Accressial Court in the Fangwood when Arlantia is slain by Nirmathi militia leaders.", - "4719 ar The Whispering Tyrant obliterates Vigil, escapes Gallowspire, and overruns Lastwall; he then relocates to the Isle of Terror, reclaiming his old holdings there. The orcs of Belkzen rebuff the Whispering Tyrant's emissaries and unite to repel the lich's vengeful forces." - ] - }, - "of their hard land, and fiercely debate whether to reach out to long-despised neighbors for aid against the Whispering Tyrant's wrath. Orcs who aren't warriors have used this trying time to gain influence and prestige, both due to their skills at managing resources and their relative neutrality in orc tribal grudges. For the first time in millennia, Belkzen's orcs value caretakers, artisans, and negotiators\u2014not just its warriors." + "Cartographers may designate the lands between the Tusk Mountains, the Kodar Mountains, and the Mindspin Mountains \"Belkzen,\" but there is no such formal nation and few of its mainly orc residents would deem it a place name. To them, Belkzen is the name a legendary hero, an orc warlord who united the tribes in the area and conquered the dwarven Sky Citadel of Koldukar more than 8,000 years ago. Belkzen renamed the city Urgir, and it remains the largest city in the region by far. Although Belkzen's alliance collapsed after his death, fracturing the orcs into dozens of feuding tribes, Urgir remains a symbol of power to the them, and despite constant turnovers in leadership the city has continued to grow. More recently, a clever and far-sighted warlord named Grask Uldeth, chieftain of the Empty Hand tribe, saw the economic benefits other nations enjoyed and sought to bring them to Urgir by means other than by simply stealing them. Uldeth created a system of tokens allowing non-orcs to travel through Belkzen freely in exchange for tribute payments, encouraged merchants to relocate to Urgir with light taxes and complete indifference to unscrupulous wares, and ensured their protection in the city with a rudimentary police force called the Closed Fist. Uldeth was slain by a mysterious assassin in 4716 and his steward, Ardax the White-Hair, now serves as Overlord of Urgir. Ardax leads the Closed Fist but not the Empty Hand, which has given him more time to coordinate improvements to the city. Chief among these has been the discovery of several caches of dwarven weapons underneath the city, along with a huge herd of rust monsters that now patrol with the Closed Fist like trained dogs.", + "When the Whispering Tyrant broke free from Gallowspire, he sent several envoys to regain the allegiances of the orc hordes, just has he had 15 centuries ago. The tribes of Belkzen remembered what had happened to their ancestors under Tar-Baphon, however, and this time the orcs refused to fight and die for the lich-king. The orcs slaughtered the undead envoys as an answer and mounted the envoys' heads on the walls of Urgir. The Whispering Tyrant was enraged by this defiance, sending an army of undead to cow the orcs in response. In the Battle of Nine Broken Skulls outside of Urgir, Ardax led a desperate coalition of orc tribes to victory over the undead army. The Whispering Tyrant had sought to break the orcs' morale, but he succeeded only in teaching them how much stronger they could be together.", + "The orcs know it's only a matter of time before the Whispering Tyrant sends a larger force or, worse, marches to Urgir personally. While even the most stubborn of the tribes have conceded they must solidify into a united front to repel this incipient threat, they struggle to overcome a long history of strife. Belkzen's land is harsh and unyielding, and it receives little rain except during the spring floods that turn the region's largest thoroughfare\u2014the Flood Road\u2014from a wide, dry valley into a river. The orc tribes now struggle to work together to share the resources of their hard land, and fiercely debate whether to reach out to long-despised neighbors for aid against the Whispering Tyrant's wrath. Orcs who aren't warriors have used this trying time to gain influence and prestige, both due to their skills at managing resources and their relative neutrality in orc tribal grudges. For the first time in millennia, Belkzen's orcs value caretakers, artisans, and negotiators\u2014not just its warriors." ] }, { @@ -1169,9 +1312,8 @@ "page": 40, "name": "Fangwood Forest", "entries": [ - "The Fangwood is an ancient forest, populated by fey in the ages before Earthfall.", - "When dwarves and Kellid wanderers discovered the Fangwood, they found it rich in resources. The fey, disturbed by these {@condition unfriendly} intruders, rallied behind Gendowyn, an ancient, powerful, and capricious fey noble. Gendowyn used guile and trickery to repel the intruders, and before long, the dwarves had withdrawn and the Kellid settlers declared the forest taboo. Gendowyn then reached out to her chastened neighbors, forming strong alliances that lasted for thousands of years.", - "Yet treachery lurks even among the fey, and one of Gendowyn's handmaidens, Arlantia, had secretly devoted herself to Cyth-V'sug, the demon lord of fungus and parasites. In 4062, over 200 years after the end of the Shining Crusade, Arlantia overthrew and imprisoned Gendowyn before releasing a terrible plague throughout the northern Fangwood: a supernatural infection called the Darkblight. This plague spread quickly among the fey, warping their features and twisting their souls. The Darkblight's expansion was {@condition slowed} by Nirmathi scouts in the Fangwood, who fought to protect their forest homes from the infection, and finally ended in 4717, when heroes from Nirmathas slew Arlantia and freed Gendowyn from her imprisonment.", + "The Fangwood is an ancient forest, populated by fey in the ages before Earthfall. When dwarves and Kellid wanderers discovered the Fangwood, they found it rich in resources. The fey, disturbed by these unfriendly intruders, rallied behind Gendowyn, an ancient, powerful, and capricious fey noble. Gendowyn used guile and trickery to repel the intruders, and before long, the dwarves had withdrawn and the Kellid settlers declared the forest taboo. Gendowyn then reached out to her chastened neighbors, forming strong alliances that lasted for thousands of years.", + "Yet treachery lurks even among the fey, and one of Gendowyn's handmaidens, Arlantia, had secretly devoted herself to Cyth-V'sug, the demon lord of fungus and parasites. In 4062, over 200 years after the end of the Shining Crusade, Arlantia overthrew and imprisoned Gendowyn before releasing a terrible plague throughout the northern Fangwood: a supernatural infection called the Darkblight. This plague spread quickly among the fey, warping their features and twisting their souls. The Darkblight's expansion was slowed by Nirmathi scouts in the Fangwood, who fought to protect their forest homes from the infection, and finally ended in 4717, when heroes from Nirmathas slew Arlantia and freed Gendowyn from her imprisonment.", "Today, Gendowyn rules from her Accressiel Palace in the heart of the Fangwood, but her rule is far from secure. Pockets of the Darkblight remain, and the dense northern section of the Fangwood is home to orcs, dragons, and other threats that murder fey on sight. Keenly aware of her need for allies, Gendowyn has established relations with the Nirmathi and the druids of Crystalhurst, particularly the scouts and freedom fighters called the Chernasardo Rangers. Still, relations between fractious humans and fickle fey are strained even at the best of times, and both sides welcome intermediaries skilled with negotiation or primal magic." ] }, @@ -1182,56 +1324,8 @@ "name": "The Gravelands", "entries": [ "Founded in the wake of the Shining Crusade, the land formerly known as Lastwall was a nation of knights who swore to watch over the Whispering Tyrant's prison, the tower of Gallowspire. The crusaders established the mighty walled capital of Vigil and the gleaming white port city of Vellumis. Although the crusaders still found purpose in fighting to contain the orcs of Belkzen, many knights believed their organization's glory days were behind them. Their vigilance and zeal gradually dwindled.", - "Meanwhile, the Whispering Tyrant plotted his escape and eventually developed the destructive weapon known as the {@i Radiant Fire}. In the devastating summer of 4719, Tar-Baphon obliterated the village of Roslar's Coffer and the crusader capital of Vigil. At the same time, Whispering Way cells throughout Lastwall synchronized murders, arson, and undead uprisings that shattered the nation. In one season, Lastwall was {@condition broken}. Lastwall's ruler, Watcher-Lord Ulthun II, was forced to retreat to Absalom. Lastwall's most influential priest, Aylunna Varvatos, leads recently arrived Magaambyan philanthropists and the stone-faced crusaders who organize daily evacuations aboard ships departing Vellumis.", - "The remnants of Lastwall are now known as the Gravelands. Hordes of undead roam the countryside, their movements coordinated by Tar-Baphon's loyal officers.", - "Goblin tribes and those few orcs who chose to ally themselves with the Whispering Tyrant now travel openly within the nation's former borders. Most of Lastwall's.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 40, - "name": "NOTABLE FIGURES", - "entries": [ - "The following are key public figures in the region." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 40, - "name": "GENERAL AZAERSI", - "entries": [ - "Founder of the Ironfang Legion and now ruler of Oprak, General Azaersi works to establish a hobgoblin homeland and secure the resources of the Onyx Vault." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 40, - "name": "THE WHISPERING TYRANT", - "entries": [ - "A resurgent villain who has challenged gods, slaughtered saints, and amassed armies, Tar-Baphon is the greatest current threat to Avistan." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 40, - "name": "OVERLORD ARDAX THE WHITE-HAIR", - "entries": [ - "The Overlord of Urgir, Ardax controls access to Urgir and oversees negotiations between Belkzen and their neighbors." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 40, - "name": "IMPERIAL GOVERNOR MARKWIN TELDAS", - "entries": [ - "The Imperial Governor of Molthune focuses on expanding the citizenry of his nation in order to strengthen it." - ] - }, - "population has already fled, and only the truly desperate remain huddled in crumbling strongholds or on failing farms. To travel openly across the Gravelands is to court death, but the surviving Knights of Ozem\u2014now called the Knights of Lastwall\u2014seek to stem the tide of evil, even in the face of incredible odds. Legendary crusader fortresses such as Castle Everstand and Castle Firrine stand empty, abandoned when their defenders could no longer count on supplies or support.", - "These castles still stand tall on rolling hills, each as empty and grim as a tomb." + "Meanwhile, the Whispering Tyrant plotted his escape and eventually developed the destructive weapon known as the {@i Radiant Fire}. In the devastating summer of 4719, Tar-Baphon obliterated the village of Roslar's Coffer and the crusader capital of Vigil. At the same time, Whispering Way cells throughout Lastwall synchronized murders, arson, and undead uprisings that shattered the nation. In one season, Lastwall was broken. Lastwall's ruler, Watcher-Lord Ulthun II, was forced to retreat to Absalom. Lastwall's most influential priest, Aylunna Varvatos, leads recently arrived Magaambyan philanthropists and the stone-faced crusaders who organize daily evacuations aboard ships departing Vellumis.", + "The remnants of Lastwall are now known as the Gravelands. Hordes of undead roam the countryside, their movements coordinated by Tar-Baphon's loyal officers. Goblin tribes and those few orcs who chose to ally themselves with the Whispering Tyrant now travel openly within the nation's former borders. Most of Lastwall's population has already fled, and only the truly desperate remain huddled in crumbling strongholds or on failing farms. To travel openly across the Gravelands is to court death, but the surviving Knights of Ozem\u2014now called the Knights of Lastwall\u2014seek to stem the tide of evil, even in the face of incredible odds. Legendary crusader fortresses such as Castle Everstand and Castle Firrine stand empty, abandoned when their defenders could no longer count on supplies or support. These castles still stand tall on rolling hills, each as empty and grim as a tomb." ] }, { @@ -1242,20 +1336,9 @@ "entries": [ "Lake Encarthan is one of the most heavily traveled bodies of water on Golarion, with regular shipping along its coasts. Four national capitals sit on Lake Encarthan's shores\u2014Caliphas of Ustalav, Kerse of Druma, Tamran of Nirmathas, and Thronestep of Razmiran\u2014and several other key cities besides, such as the Molthuni naval city of Eranmas and Kyonin's port of Greengold. Although the lake harbors pirates and monsters, the opportunity for profit makes navigating its waters worth the risks.", "Today, Lake Encarthan is more dangerous than ever, due to the Whispering Tyrant's activity on and around the Isle of Terror. This large island at the lake's center was never a place visited by the sensible. Strange storms whipped the lake for miles around it, and the island's rocky shores provided few safe places to anchor. Now that the Whispering Tyrant has returned, the negative energy storms around the island roil constantly, and the island contains an even greater undead presence. Unlike in the Gravelands, where mobs of undead roam under the guidance of undead officers or Whispering Way necromancers, the undead on the Isle of Terror are almost all powerful individuals who serve in Tar-Baphon's courts and aid him in his plot to scour the lands of the living. Flying and swimming undead range further than ever before, sometimes as far as the coastal settlements.", - "Powerful adventurers willing to brave the Isle of Terror have only one relatively reasonable harbor: the bay around Fort Landing.", - "Once a fortress marking the road to Tar-Baphon's underground city, Fort Landing stands on the white sand beaches at the mouth of the Whispering River. The river's dark, poisonous waters flow down from the Three Furies, the mountain range at the island's heart. Deep in the Three Furies yawn the Wizard-King's Pit and its Well of Sorrows, a trap that Tar-Baphon set for Aroden millennia ago. The trap is rumored to still be active and poised to snare careless explorers.", + "Powerful adventurers willing to brave the Isle of Terror have only one relatively reasonable harbor: the bay around Fort Landing. Once a fortress marking the road to Tar-Baphon's underground city, Fort Landing stands on the white sand beaches at the mouth of the Whispering River. The river's dark, poisonous waters flow down from the Three Furies, the mountain range at the island's heart. Deep in the Three Furies yawn the Wizard-King's Pit and its Well of Sorrows, a trap that Tar-Baphon set for Aroden millennia ago. The trap is rumored to still be active and poised to snare careless explorers.", "Not all inhabitants of the Isle of Terror are beholden to the Whispering Tyrant. The terror wolves that prowl the island's forests are a threat to any travelers, and the living trees in the Shadow's Heart forest bear a passionate animosity toward all intruders. A powerful undead dragon named Karamorros hides on the island, fuming and plotting. Karamorros had planned to murder Tar-Baphon due to an old vendetta, but her hasty attack on the returned Whispering Tyrant recently led to a humiliating rout. Although Karamorros and her minions, the Whisperscale lizardfolk, might serve as allies for those who wish to confront the Whispering Tyrant, she is every bit as crafty and wicked as her enemy.", - "The Isle of Terror fades in and out of cosmic alignment with the Negative Energy Plane, and entire sections of the island periodically become overwhelmed by the void of that empty, life-hating realm. During this alignment, creatures can step out of the Negative Energy Plane and onto the island, where the Whispering Tyrant presses them into service.", - "The lands touched by this joining can take decades to recover.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 41, - "name": "ARAZNI ARAZNI", - "entries": [ - "Aroden's former herald was slain by the Whispering Tyrant, forced into lichdom by the necromancer Geb, and escaped centuries of serving as Geb's queen by her own cunning and tenacity. She is a patron of the abused and {@condition broken}, commanding her followers to survive at all costs and to never forgive those who have hurt or abandoned them. She holds a following among those surviving knights of Lastwall who feel resentment over how badly their leaders failed them, although most goodly knights eschew her harsh views and vindictive nature." - ] - } + "The Isle of Terror fades in and out of cosmic alignment with the Negative Energy Plane, and entire sections of the island periodically become overwhelmed by the void of that empty, life-hating realm. During this alignment, creatures can step out of the Negative Energy Plane and onto the island, where the Whispering Tyrant presses them into service. The lands touched by this joining can take decades to recover." ] }, { @@ -1264,27 +1347,10 @@ "page": 42, "name": "Molthune", "entries": [ - "The imperialistic and territorial nation of Molthune was merely a province of Cheliax until it declared its independence\u2014and its willingness to fight to keep its sovereignty\u2014in 4632 ar. To solidify control within its borders, the Molthuni established a military oligarchy of nine general lords and created a burdensome series of taxes to fund a standing army. While the elite in the southern cities of Canorate and Korholm benefited from these measures, the northern territories found the taxes onerous and, in 4655 ar, rebelled to form the fiercely independent nation of Nirmathas. Since then, Molthune has warred with Nirmathas to reclaim its lost territory, with the conflict alternating between bloody combat and uneasy cease-fire.", + "The imperialistic and territorial nation of Molthune was merely a province of Cheliax until it declared its independence\u2014and its willingness to fight to keep its sovereignty\u2014in 4632 AR. To solidify control within its borders, the Molthuni established a military oligarchy of nine general lords and created a burdensome series of taxes to fund a standing army. While the elite in the southern cities of Canorate and Korholm benefited from these measures, the northern territories found the taxes onerous and, in 4655 AR, rebelled to form the fiercely independent nation of Nirmathas. Since then, Molthune has warred with Nirmathas to reclaim its lost territory, with the conflict alternating between bloody combat and uneasy cease-fire.", "This dynamic has changed only recently with the creation of the new hobgoblin nation of Oprak and the reemergence of the Whispering Tyrant, which have forced Molthune to cool many of its military operations on the Nirmathi border. The crushing defeat of northern Molthune's forces by the hobgoblin General Azaersi, though officially derided as the fault of the commander in charge and not a reflection of Molthune as a whole, caused a great deal of soul-searching and finger-pointing among the higher echelons of Mothune's government. The rise of the Whispering Tyrant has widened these divisions further, as some generals recognize that the current threat requires alliances to survive, while other generals believe that crushing Nirmathas, Oprak, and Tar-Baphon single-handedly is the only way to regain face after being humiliated. Pragmatic-minded Molthuni diplomats and merchants have been making tenuous connections with their counterparts in Nirmathas, although bellicose spies and saboteurs frequently infiltrate these delegations. Only time will tell if Molthune will ally with other nations against the Whispering Tyrant, or doom the entire region out of pride and shortsightedness.", - "Residents of Molthune have, traditionally, been divided into imperial citizens and indentured laborers. Although indentured laborers cannot vote and have their travel and trade limited to specific regions within the nation, they can\u2014as of 4710\u2014ascend to citizenship with 5 years of military service or some other, regulated service to the state. Immigrants are also eligible, and Lastwall refugees have flocked to Molthune as a result. Proof of earned citizenship comes in the form of a large iron coin with a number and the red flag of Molthune upon it; those who have \"earned the red coin\" are often unpopular with the aristocratic elite but have swelled the ranks of the Molthuni military forces.", - "Molthune also makes use of mercenary companies, both human and \"monstrous,\" though this practice has come under heavy criticism after General Azaersi made use of Molthune's resources to raise the Ironfang Legion and start the Ironfang Invasion.", - "Despite its militaristic leadership, Molthune pursues diplomatic relations with those neighbors it cannot easily subjugate, including the economically powerful Druma and the Cheliax-backed nation of Isger. Only the foolish mistake this diplomacy for peace, however, as Molthune is quick to pounce on opportunities to fuel its expansionist agenda.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 42, - "name": "FEY BARGAINS", - "entries": [ - "Some fey offer supernatural boons in exchange for strange currency, such as the ability to see the moon or the first syllable of the buyer's name. Breaking a fey bargain usually brings a dire curse, and negotiating to end one often bears an even heavier cost. Fey normally grant the buyer the ability to use a focus spell as an innate spell a certain number of times\u2014usually three times \u2014ever. A bargain for beauty focus spell, while a wish for protection The focus spells are of the primal tradition, even if they would usually be from a class that casts them via a different tradition, and the buyer is trained in attack rolls and spell DCs with this focus spell, even if they normally aren't trained in primal spells.", - "More powerful fey offer more powerful focus spells." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 43, - "name": "KARAMORROS" - } + "Residents of Molthune have, traditionally, been divided into imperial citizens and indentured laborers. Although indentured laborers cannot vote and have their travel and trade limited to specific regions within the nation, they can\u2014as of 4710\u2014ascend to citizenship with 5 years of military service or some other, regulated service to the state. Immigrants are also eligible, and Lastwall refugees have flocked to Molthune as a result. Proof of earned citizenship comes in the form of a large iron coin with a number and the red flag of Molthune upon it; those who have \"earned the red coin\" are often unpopular with the aristocratic elite but have swelled the ranks of the Molthuni military forces. Molthune also makes use of mercenary companies, both human and \"monstrous,\" though this practice has come under heavy criticism after General Azaersi made use of Molthune's resources to raise the Ironfang Legion and start the Ironfang Invasion.", + "Despite its militaristic leadership, Molthune pursues diplomatic relations with those neighbors it cannot easily subjugate, including the economically powerful Druma and the Cheliax-backed nation of Isger. Only the foolish mistake this diplomacy for peace, however, as Molthune is quick to pounce on opportunities to fuel its expansionist agenda." ] }, { @@ -1293,12 +1359,9 @@ "page": 43, "name": "Nirmathas", "entries": [ - "The people of Nirmathas have always been fiercely independent, willing to fight and die to protect the freedoms they've claimed. Once part of Molthune, the forest folk saw the fruits of their labors claimed by the elites in Canorate and decided they'd had enough of domination. They first enacted work stoppages and sabotage, but ultimately took up outright rebellion to claim their independence.", - "The crafty woodsfolk fought the armies of Molthune to a standstill and established themselves as an independent nation under the charismatic leader Irgal Nirmath in 4655 ar. When Nirmath was assassinated on the same day the new nation was founded, the rebels named their country Nirmathas in his honor.", - "Nirmathas has suffered many blows over the last decade, from Molthune's draining military offenses to the devastating Ironfang Invasion perpetrated by General Azaersi\u2014though both nations suffered from the conquests of the Ironfang Legion, Nirmathas bore the brunt of the hobgoblins' cruelties. Now, the destruction of Lastwall and incursion of the Whispering Tyrant's undead forces have put Nirmathas in a keenly precarious position. The nation is managing to survive due to both the strong, experienced militia that was forged during the Ironfang Invasion and the influx of well-trained refugee knights from Lastwall, as well as the fact that the war between Nirmathas and Molthune has cooled due to external threats.", - "There is even talk of diplomacy with Molthune and Oprak, though resentment from previous wars and justified fears about military reprisals cause opposition to proposals of alliances with those nations.", - "Nirmathas's government is loose at best, as individual Nirmathi settlements chafe at being subject to any laws but their own.", - "Prominent Nirmathi meet every 4 years to elect a forest marshal to lead the nation's military and guide its foreign relations.", + "The people of Nirmathas have always been fiercely independent, willing to fight and die to protect the freedoms they've claimed. Once part of Molthune, the forest folk saw the fruits of their labors claimed by the elites in Canorate and decided they'd had enough of domination. They first enacted work stoppages and sabotage, but ultimately took up outright rebellion to claim their independence. The crafty woodsfolk fought the armies of Molthune to a standstill and established themselves as an independent nation under the charismatic leader Irgal Nirmath in 4655 AR. When Nirmath was assassinated on the same day the new nation was founded, the rebels named their country Nirmathas in his honor.", + "Nirmathas has suffered many blows over the last decade, from Molthune's draining military offenses to the devastating Ironfang Invasion perpetrated by General Azaersi\u2014though both nations suffered from the conquests of the Ironfang Legion, Nirmathas bore the brunt of the hobgoblins' cruelties. Now, the destruction of Lastwall and incursion of the Whispering Tyrant's undead forces have put Nirmathas in a keenly precarious position. The nation is managing to survive due to both the strong, experienced militia that was forged during the Ironfang Invasion and the influx of well-trained refugee knights from Lastwall, as well as the fact that the war between Nirmathas and Molthune has cooled due to external threats. There is even talk of diplomacy with Molthune and Oprak, though resentment from previous wars and justified fears about military reprisals cause opposition to proposals of alliances with those nations.", + "Nirmathas's government is loose at best, as individual Nirmathi settlements chafe at being subject to any laws but their own. Prominent Nirmathi meet every 4 years to elect a forest marshal to lead the nation's military and guide its foreign relations.", "The Nirmathi harvest resources from the Fangwood Forest and the Mindspin Mountains, but they know to take no more than the land can spare. This has resulted in good relations and an unwritten alliance between Nirmathas and the citizens of the forest. Nowhere is this more evident than in the town of Crystalhurst, an ancient settlement in the Fangwood. The druids of Crystalhurst consider themselves residents of the Fangwood rather than Nirmathas, but they are quick to aid the Nirmathi when the nation is in need.", { "type": "pf2-h3", @@ -1306,24 +1369,8 @@ "page": 43, "name": "Kraggodan", "entries": [ - "The Sky Citadel of Kraggodan, a towering stronghold that sits inside Nirmathas's borders but operates as an independent city-state, has existed for nearly 10 millennia. Remarkably reclusive, the dwarves of Kraggodan have {@condition broken} with their isolationist tendencies only once in recorded history: to march against the Whispering Tyrant alongside the Shining Crusade. The residents of Nirmathas wonder if they can rely on the dwarves again, now that the Whispering Tyrant has returned. More dwarves than usual have been spotted exiting the isolated city, but the significance of this is not yet known." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 43, - "name": "ECONOMICS", - "entries": [ - "The mountains of central Avistan are rich in ores, and both Belkzen and Oprak rely heavily on the export of metals and gems. Although the Fangwood Forest continues to provide a bounty to those who tend it, the fey there do not permit reckless harvesting. The disappearance of the bread basket of central Lastwall and the crush of refugees make food supplies the region's most desired import.", - "Molthune has capitalized on its strong workforce and favorable trade contracts to dominate shipping and transportation in the region. Lake Encarthan remains one of the most heavily-traveled waterways in Avistan, although the presence of the Whispering Tyrant on the Isle of Terror forces merchant ships and pirates alike to remain close to shore." + "The Sky Citadel of Kraggodan, a towering stronghold that sits inside Nirmathas's borders but operates as an independent city-state, has existed for nearly 10 millennia. Remarkably reclusive, the dwarves of Kraggodan have broken with their isolationist tendencies only once in recorded history: to march against the Whispering Tyrant alongside the Shining Crusade. The residents of Nirmathas wonder if they can rely on the dwarves again, now that the Whispering Tyrant has returned. More dwarves than usual have been spotted exiting the isolated city, but the significance of this is not yet known." ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 44, - "name": "AN ENDURING RIVALRY" } ] }, @@ -1333,24 +1380,12 @@ "page": 44, "name": "Oprak", "entries": [ - "One of Avistan's newest nations, Oprak's nationhood was hard-won by the Ironfang Legion, a hobgoblin army that scourged northern Molthune and southern Nirmathas throughout 4717 ar. Its leader, General Azaersi, first rose to prominence as the commander of one of Molthune's non-human mercenary companies. She patiently attracted hobgoblins and other monstrous mercenaries to her side, ultimately swelling her troop into an army. When she had taken all the recruits Molthune could offer, she broke with Molthune and led her army into Nirmathas. With the aid of a powerful artifact called the {@i Onyx Key}, Azaersi and her troops made their base in a strange castle deep within the Plane of Earth called the Vault of the Onyx Citadel. From there, she could create dimensional pathways to any location she chose, allowing the Ironfang Legion to move supplies and troops with ease.", + "One of Avistan's newest nations, Oprak's nationhood was hard-won by the Ironfang Legion, a hobgoblin army that scourged northern Molthune and southern Nirmathas throughout 4717 AR. Its leader, General Azaersi, first rose to prominence as the commander of one of Molthune's non-human mercenary companies. She patiently attracted hobgoblins and other monstrous mercenaries to her side, ultimately swelling her troop into an army. When she had taken all the recruits Molthune could offer, she broke with Molthune and led her army into Nirmathas. With the aid of a powerful artifact called the {@i Onyx Key}, Azaersi and her troops made their base in a strange castle deep within the Plane of Earth called the Vault of the Onyx Citadel. From there, she could create dimensional pathways to any location she chose, allowing the Ironfang Legion to move supplies and troops with ease.", "Azaersi's legion rapidly conquered much of southwestern Nirmathas, and she would have extended her domain further if a group of heroes had not raised a militia to halt her advance. The militia commanders eventually confronted Azaersi in the Onyx Citadel and convinced her that her relentless warmongering would bring nothing but destruction to her people. Exhausted by the toll the war had taken on her army, her friendships, and herself, Azaersi elected to withdraw her troops into the mountains and use the Onyx Citadel to establish Oprak as a homeland for hobgoblins and other creatures seen as monsters.", "Azaersi carved her lands on Golarion from a sparsely inhabited section of the Mindspin Mountains between Nirmathas and Nidal. The general and her advisors\u2014the Enclave Council\u2014were careful when drawing their borders to exclude the dwarven free city of Kraggodan, but Azaersi all but dared her neighbors to contest her claim. Representatives from the Umbral Court of Nidal were the first to meet with Azaersi and acknowledge the hobgoblin general's sovereignty, agreeing to a 3-year nonaggression pact. Shortly thereafter, Forest Marshal Dardinna Yallis of Nirmathas approached Azaersi under heavy guard to discuss diplomatic relations, and agreed to peace for 4 years. Yallis hopes that because the hobgoblins are scheduled to end their peace with Nidal first, they will look west rather than east for military conquests.", "General Azaersi maintains the military arm of her nation\u2014still called the Ironfang Legion\u2014but has solidly shifted her nation's focus to developing a robust economy. Due to the extraplanar nature of the Onyx Citadel, Oprak is currently the safest nation in the region from the threat of the Whispering Tyrant, and Azaersi is currently avoiding military conflict in order to fully develop her new homeland's resources and tactical advantages. Hobgoblins and other creatures willing to serve as explorers, miners, smiths, and alchemists have been flocking to the fledgling nation.", - "Although Oprak is little more than three hundred miles across and consists primarily of forbidding mountains, the hobgoblins have substantially more resources than they have revealed to the rest of the world. The Onyx Citadel rests in a large, verdant cavern that the hobgoblins call the Onyx Vault, which is even larger than the territory Azaersi claims on Golarion.", - "Created long ago by a powerful species of terraformers called xiomorns, the Onyx Vault has a variety of terrain, its own day and night cycle, and even clouds and rain. The hobgoblins are industriously taming this strange land, negotiating with powerful elemental natives, and mining the profusion of gems and ores in the wondrous place.", - "Golarion's connections to the Onyx Citadel\u2014paths known as the Stone Roads\u2014are guarded by legions of watchful hobgoblins. Five such entrances exist throughout the mountains of Oprak, the largest being the obsidian tower in the new capital Hunthul's heart. Azaersi's diplomats have placed another in the militaristic hobgoblin nation of Kaoling in Tian Xia, and have opened diplomatic relations with that nation.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 44, - "name": "VAULT OF THE ONYX CITADEL RELATIONS", - "entries": [ - "The most significant force in the Eye of Dread region is currently the Whispering Tyrant. His armies of undead press outward from the Gravelands and the Eye of Dread, forcing neighboring regions to stand together against his might. The flow of refugees from the shattered nation of Lastwall overwhelms many surrounding nations, and has created a particularly xenophobic backlash in the Ustalavic port city of Caliphas.", - "The Whispering Tyrant has pushed nations into alliances thought impossible only a decade ago. Nirmathas and Molthune have cooled their animosity in the wake of Oprak's birth and the Whispering Tyrant's threat. Belkzen now formally debates pacts with neighboring nations to withstand the undead hordes.", - "Even the fey of the Fangwood, free after centuries of corrupted rule, consider allies to bestow their capricious favor on." - ] - } + "Although Oprak is little more than three hundred miles across and consists primarily of forbidding mountains, the hobgoblins have substantially more resources than they have revealed to the rest of the world. The Onyx Citadel rests in a large, verdant cavern that the hobgoblins call the Onyx Vault, which is even larger than the territory Azaersi claims on Golarion. Created long ago by a powerful species of terraformers called xiomorns, the Onyx Vault has a variety of terrain, its own day and night cycle, and even clouds and rain. The hobgoblins are industriously taming this strange land, negotiating with powerful elemental natives, and mining the profusion of gems and ores in the wondrous place.", + "Golarion's connections to the Onyx Citadel\u2014paths known as the Stone Roads\u2014are guarded by legions of watchful hobgoblins. Five such entrances exist throughout the mountains of Oprak, the largest being the obsidian tower in the new capital Hunthul's heart. Azaersi's diplomats have placed another in the militaristic hobgoblin nation of Kaoling in Tian Xia, and have opened diplomatic relations with that nation." ] }, { @@ -1360,19 +1395,9 @@ "name": "Ustalav", "entries": [ "An ancient, mist-shrouded land, Ustalav is steeped in thousands of years of civil wars, shadowy horrors, selfish rulers, and deadly conspiracies. Ustalav has many enemies, but only its most visible foes\u2014dangerous undead and Numerian aggressors\u2014are external. Internally, the nation suffers from infighting among its decaying aristocracy, serial killers who keep to the shadows, and monsters clever enough to masquerade as humans. The land is divided into three different regions, each with a markedly different history. Although looming mountains, misty forests, and dark lakes can be found everywhere in Ustalav, the character of the local population makes each region seem very different from the others.", - "The heartland of Ustalav, Soivoda, contains the bulk of the nation's population and its three biggest cities. Ustalav's capital, Caliphas, is a fog-shrouded port on Lake Encarthan whose residents tend to be more cosmopolitan than the isolated people found elsewhere in Soivoda. Caliphas has always had a problem with overcrowding, but Lastwall refugees pouring into the city have created a full-scale crisis. Local groups calling themselves the \"Havenguard Greeters\" roam the streets with clubs and blades, purportedly turning squatters out of alleys and parks, but actually indulging their bloodlust and calling it civic duty. The refugees have few options elsewhere in Soivoda, though, as the countryside harbors wolves, bears, and other beasts, and the insular Ustalavs outside of Caliphas often greet strangers with {@item torch||torches} and pitchforks.", - "The three northwestern counties in Ustalav overthrew their hereditary rulers in 4674 ar and instituted a parliamentary rule of elected commoners. This region is now known as the Palatinates and is an area of innovative ideals and cutting-edge science. Doctors, alchemists, and academics\u2014particularly at the prestigious University of Lepidstadt\u2014are making startling discoveries in anatomy, medicine, and other sciences. Although some condemn these scientists as dangerous or even depraved, their advances are undeniable. More recently, advanced technologies have made their way from Numeria through black markets and into the laboratories of Lepidstadt, allowing monumental breakthroughs in the fields of clockwork automation, electricity, and steam power, among others.", - "Many wouldn't call the haunted land in the southwest known as Virlych a part of Ustalav at all; certainly, sensible Ustalavs shun the former domain of the Whispering Tyrant and the area where his prison of Gallowspire loomed over the countryside for centuries.", - "The land of Virlych is gloomy and uninhabited save for predatory monsters, roaming undead, and a few hardscrabble settlers. The unnatural storms that plague the area are just one manifestation of nature gone wrong, warped by the Whispering Tyrant's necromantic magic. A place of deadly, verdant profusion called the Gallowgarden surrounds the blasted crater where Gallowspire once stood\u2014a dense, mutated forest as deadly as a blasted wasteland. Although the Whispering Tyrant is now absent, uncounted terrors linger on.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 45, - "name": "GALLOWGARDEN ESOTERIC ORDER OF THE PALATINE EYE", - "entries": [ - "A secret order of scholars and historians based in Ustalav, the Esoteric Order of the Palatine Eye watches the world for signs of dangerous lore and inhuman monsters. It comprises masters of occult lore, and its members-only libraries include secrets from ancient Osirion and even older civilizations. The order's greatest enemy is the nefarious death cult known as the Whispering Way, whose adherents serve as loyal agents of their greatest member, Tar-Baphon. With Tar-Baphon's resurgence, the Esoteric Order has stepped more to the forefront than is usual for a secret order to thwart the lich-king's schemes. As members are accustomed to communicating with each other through coded messages, meaning-laden symbols, and cryptic clues, this new candor doesn't sit well with the Esoteric Order's older members." - ] - } + "The heartland of Ustalav, Soivoda, contains the bulk of the nation's population and its three biggest cities. Ustalav's capital, Caliphas, is a fog-shrouded port on Lake Encarthan whose residents tend to be more cosmopolitan than the isolated people found elsewhere in Soivoda. Caliphas has always had a problem with overcrowding, but Lastwall refugees pouring into the city have created a full-scale crisis. Local groups calling themselves the \"Havenguard Greeters\" roam the streets with clubs and blades, purportedly turning squatters out of alleys and parks, but actually indulging their bloodlust and calling it civic duty. The refugees have few options elsewhere in Soivoda, though, as the countryside harbors wolves, bears, and other beasts, and the insular Ustalavs outside of Caliphas often greet strangers with torches and pitchforks.", + "The three northwestern counties in Ustalav overthrew their hereditary rulers in 4674 AR and instituted a parliamentary rule of elected commoners. This region is now known as the Palatinates and is an area of innovative ideals and cutting-edge science. Doctors, alchemists, and academics\u2014particularly at the prestigious University of Lepidstadt\u2014are making startling discoveries in anatomy, medicine, and other sciences. Although some condemn these scientists as dangerous or even depraved, their advances are undeniable. More recently, advanced technologies have made their way from Numeria through black markets and into the laboratories of Lepidstadt, allowing monumental breakthroughs in the fields of clockwork automation, electricity, and steam power, among others.", + "Many wouldn't call the haunted land in the southwest known as Virlych a part of Ustalav at all; certainly, sensible Ustalavs shun the former domain of the Whispering Tyrant and the area where his prison of Gallowspire loomed over the countryside for centuries. The land of Virlych is gloomy and uninhabited save for predatory monsters, roaming undead, and a few hardscrabble settlers. The unnatural storms that plague the area are just one manifestation of nature gone wrong, warped by the Whispering Tyrant's necromantic magic. A place of deadly, verdant profusion called the Gallowgarden surrounds the blasted crater where Gallowspire once stood\u2014a dense, mutated forest as deadly as a blasted wasteland. Although the Whispering Tyrant is now absent, uncounted terrors linger on." ] }, { @@ -1381,7 +1406,21 @@ "page": 46, "name": "Backgrounds", "entries": [ - "The following backgrounds are particularly suitable for characters from the Eye of Dread region." + "The following backgrounds are particularly suitable for characters from the Eye of Dread region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Belkzen Slayer|lowg}", + "{@background Cursed Family|lowg}", + "{@background Lastwall Survivor|lowg}", + "{@background Molthuni Mercenary|lowg}", + "{@background Nirmathi Guerrilla|lowg}", + "{@background Onyx Trader|lowg}", + "{@background Ustalavic Academic|lowg}", + "{@background Whispering Way Scion|lowg}" + ] + } ] }, { @@ -1390,22 +1429,177 @@ "page": 47, "name": "Lastwall Sentry", "entries": [ - "While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion." + "While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Lastwall Sentry Dedication|lowg}", + "{@feat Eye of Ozem|lowg}", + "{@feat Necromantic Resistance|lowg}", + "{@feat Grave Sense|lowg}", + "{@feat Necromantic Tenacity|lowg}", + "{@feat Lastwall Warden|lowg}" + ] + } ] } ] }, { - "type": "pf2-h1", + "type": "section", + "blue": true, "source": "LOWG", "page": 48, - "name": "Golden Road", + "name": "Chapter 5: Golden Road", "entries": [ { - "type": "pf2-sidebar", + "type": "list", + "style": "list-hang-notitle", "source": "LOWG", "page": 48, - "name": "Katapesh (N) Osirion (LN) Qadira (n) Rahadoum (LN) Thuvia" + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Katapesh, Osirion, Qadira, Rahaddum, Thuvia" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Dwarf, Garundi, Gnome, Hafling, Keleshite, Mwangi, Taldan, Tien, Vudrani" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Kelish}, {@language Mwangi}, {@language Osiriani}, {@language Vudrani}, {@language Tien}" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@deity Esoteric Order of the Palatine Eye|logm}, Night Heralds, {@organization Pathfinder Society}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Gozreh}, {@deity Nethys}, {@deity Pharasma}, {@deity Rovagug}, {@deity Sarenrae}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Books/Lore, Grain/Fruit/Vegetables, Luxury Goods, Magic Items, Ores, Ships, Spices/Salt" + } + ] + }, + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 50, + "name": "TIMELINE", + "entries": [ + "{@bold \u22124120 AR} Founding of the Jistka Imperium.", + "{@bold \u22123502 AR} Old-Mage Jatembe and his Ten Magic Warriors reintroduce wizardry to the Inner Sea for the first time since Earthfall.", + "{@bold \u22123490 AR} The Jistka Imperium taps into lost magic to bind genies and enhance the empire's power.", + "{@bold \u22123470 AR} Founding of Ancient Osirion.", + "{@bold \u22123250 AR} Founding of the Tekritanin League.", + "{@bold \u22122764 AR} Osirion and the Tekritanin League ally to overthrow the weakened Jistka Imperium.", + "{@bold \u22121498 AR} The Four Pharaohs of Ascension join forces to rule Osirion, initiating the empire's Second Age.", + "{@bold \u22121452 AR} The armies of the Four Pharaohs conquer the Tekritanin League.", + "{@bold \u22121431 AR} Bound by magic, the Four Pharaohs of Ascension die together. Osirion slips into decline.", + "{@bold \u2212841 AR} Osirion fails to replace Thuvia's assassinated governor, ceding the province to local control.", + "{@bold \u221243 AR} Soldiers of Kelesh claim Qadira for the Padishah Emperor.", + "{@bold 1140 AR} Artokus Kirran formulates the sun orchid elixir.", + "{@bold 1142 AR} Thuvia's city-states band together as a nation.", + "{@bold 1532 AR} Qadiran operatives topple Osirion's pharaoh, establishing the first in a long line of Keleshite satraps.", + "{@bold 2217 AR} Sarenrae's church flourishes in Osirion, but militant members are banished and settle Katapesh.", + "{@bold 2253 AR} Sarenrae worshippers replace Osirion's Qadiran satrap, establishing an independent dynasty of Keleshite sultans.", + "{@bold 2498 AR} The Oath Wars begin in northern Garund.", + "{@bold 2555 AR} Azir enacts the Laws of Mortality, outlawing all religion.", + "{@bold 2560 AR} The Oath Wars end as the Laws of Mortality spread throughout the new nation of Rahadoum.", + "{@bold 4079 AR} Qadira invades Taldor.", + "{@bold 4300 AR} The Templars of the Five Winds imprison the efreeti warlord Jhavul, ending the Genie Wars.", + "{@bold 4603 AR} Taldor and Qadira reach an uneasy truce.", + "{@bold 4609 AR} Osirians overthrow their Keleshite rulers and install a Garundi pharaoh, Prince Khemet I.", + "{@bold 4701 AR} Gnolls besiege Solku in Katapesh before being beaten back by paladins of Iomedae.", + "{@bold 4709 AR} Pale Mountain partially erupts, leaving a massive crater on the side of the mountain and exposing the remains of Xotani the Firebleeder, one of the Spawn of Rovagug.", + "{@bold 4714 AR} Pharaoh Hakotep I returns from the dead to reclaim his throne and is narrowly defeated. His flying pyramids crash down across Osirion.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 52, + "name": "NOTABLE FIGURES" + }, + "The following are key public figures in the region.", + { + "type": "entries", + "entries": [ + "{@bold PACTBROKER HASHIM IBN SAYYID}", + "While the Pactmasters rule Katapesh absolutely, their desires are implemented by the Pactbroker, making him the effective ruler of Katapesh." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold RUBY PRINCE KHEMET III}", + "Osirion's current pharaoh focuses on securing elemental and extraplanar pacts that strengthen the nation while leaving mundane rule to the Council of Sun and Sky." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold MALDUONI, KEEPER OF THE FIRST LAW}", + "Wildly popular and elected to an unprecedented fourth term, Malduoni has united Rahadoum's factions against the threat of their changing landscape." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold SATRAP XERBYSTES II}", + "The ruler of Qadira is notoriously brooding and constantly rankling at the Padishah Emperor's refusal to authorize an invasion of Taldor." + ] + }, + { + "type": "pf2-title", + "source": "LOWG", + "page": 53, + "name": "ECONOMICS" + }, + "Despite the presence of productive mines and other natural resources, most of the Golden Road's economic power comes from trade. In Qadira and Katapesh, this is largely due to geographical and political factors, the result of being endpoints of major intercontinental trade routes. All of the nations are major importers of wood and finished goods, and many also export grain, beer, flax, papyrus, and salt. Osirion's primary exports are magical knowledge and rare antiquities, while Rahadoum exports clever machines and incomparable engineers, but must import major quantities of food. Thuvia, while self-sufficient, still leans on the lucrative sun orchid elixir for its status as a major player on the world stage.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 54, + "name": "LEGAL RAHADOUMI FAITHS" + }, + "The Laws of Mortality prohibit obedience to a god\u2014not faith or divine magic itself\u2014and Rahadoumi are fond of studying and debating different philosophies and doctrines. Among Rahadoum's many legal faiths, the Green Faith is prominent, with druids in high demand to help heal citizens and farmland ravaged by drought and disease. Occultism and astrology are also acceptable. Diabolism and genie-binding are permitted so long as the mortal is the master. Even agnosticism can be tolerated, as long as it contains no direct worship, as can reincarnation faiths like Sangpotshi.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 55, + "name": "SUN ORCHID ELIXIR" + }, + "This Thuvian elixir offers extended life and a second youth.", + { + "type": "list", + "items": [ + "{@item Sun Orchid Elixir|lowg}" + ] + }, + { + "type": "pf2-title", + "source": "LOWG", + "page": 56, + "name": "RELATIONS" + }, + "The nations along Garund's northern shores are connected economically by the Path of Salt, a vital coastal trade route stretching across the continent. Nevertheless, ancient tensions run high: Rahadoum and Thuvia dislike each other due to conflict between the atheists and Sarenites, while oft-conquered Thuvia trusts neither its neighbors nor anyone else, knowing how many foreign governments would happily invade to take the sun orchid elixir for themselves. Osirion, for its part, is pragmatically friendly toward both of them, saving its distrust for Qadira and the Keleshites who oppressed it until recently. In the south, Katapesh makes a point of maintaining trade relations with everyone\u2014though the recent international turn against slavery is causing problems\u2014and Qadira doesn't care what anyone thinks as long as trade flows and Taldor doesn't challenge its borders.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 57, + "name": "KELESH" + }, + "While many residents of the Inner Sea region view Qadira as an independent nation, it is in fact only one of many semi-independent satrapies that make up the Padishah Empire of Kelesh, spanning much of vast Casmaron. Crafted over millennia by elemental might, the wish magic of bound genies, and the occult calculations of esoteric mathematicians, the empire rules unchallenged over several major trade routes, though its control dwindles northward among the nomadic horse tribes of the Windswept Wastes. Though the imperial line has never been broken, the current monarch, Kalish XXII, is already in his nineties, and many fear civil war between his numerous heirs when he finally dies." + ] }, { "type": "pf2-h2", @@ -1413,38 +1607,10 @@ "page": 50, "name": "Golden Road", "entries": [ - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 50, - "name": "TIMELINE", - "entries": [ - "\u20134120 ar Founding of the Jistka Imperium.", - "\u20133502 ar Old-Mage Jatembe and his Ten Magic Warriors reintroduce wizardry to the Inner Sea for the first time since Earthfall.", - "\u20133490 ar The Jistka Imperium taps into lost magic to bind genies and enhance the empire's power.", - "\u20133470 ar Founding of Ancient Osirion.", - "\u20133250 ar Founding of the Tekritanin League.", - "\u20132764 ar Osirion and the Tekritanin League ally to overthrow the weakened Jistka Imperium.", - "\u20131498 ar The Four Pharaohs of Ascension join forces to rule Osirion, initiating the empire's Second Age.", - "\u20131452 ar The armies of the Four Pharaohs conquer the Tekritanin League.", - "\u20131431 ar Bound by magic, the Four Pharaohs of Ascension die together. Osirion slips into decline.", - "\u2013841 ar Osirion fails to replace Thuvia's assassinated governor, ceding the province to local control.", - "\u201343 ar Soldiers of Kelesh claim Qadira for the Padishah Emperor.", - "1140 ar Artokus Kirran formulates the 1142 ar Thuvia's city-states band together as a nation.", - "1532 ar Qadiran operatives topple Osirion's pharaoh, establishing the first in a long line of Keleshite satraps.", - "2217 ar Sarenrae's church flourishes in Osirion, but militant members are banished and settle Katapesh.", - "2253 ar Sarenrae worshippers replace Osirion's Qadiran satrap, establishing an independent dynasty of Keleshite sultans.", - "2498 ar The Oath Wars begin in northern Garund.", - "2555 ar Azir enacts the Laws of Mortality, outlawing all religion." - ] - }, "The vast deserts of Garund's northern coast may look inhospitable, but it was here along their rugged shorelines and fertile rivers that human civilization first rebounded from the devastation of Earthfall.", - "For a thousand years, humanity huddled in small bands and villages, eking out a bare existence under an ash-clouded sky, rarely organizing beyond localized trade networks. Then came the Jistka Imperium, clever artificers who rose from the deserts of what is now Rahadoum. The Imperium conquered the neighboring peoples and forced the desert dwellers in north-central Garund to form a defensive federation called the Tekritanin League, matched also by the rise of powerful Ancient Osirion in the east. In the ensuing conflict between these three nations, Osirion eventually ended up victorious through a combination of astute politics, magic, and brute military force, its god-kings conquering both of the neighboring empires. But Ancient Osirion eventually met its end as well, finally collapsing under the weight of its own hubris.", - "Keleshite agents from Qadira, a vassal of the vast Padishah Empire of Kelesh just across the Obari Ocean, took advantage of this decline. These agents destabilized the region until Qadira could sweep in and \"rescue\" Osirion from disaster, turning it into a Keleshite colony. This foreign rule in Osirion lasted for more than 3 millennia before Khemet I, dubbed the Forthbringer, drove the Keleshite government from its shores and returned Osirion to sovereign rule by a Garundi pharaoh.", - "While this chaos played out in the east, things were going equally poorly in the west. Spread by Keleshite immigration, the worship of Sarenrae hit the city of Azir and other major settlements like an avalanche, meeting violent resistance from local followers of Nethys and Norgorber. The resulting Oath Wars devastated the region for more than 60 years before Azir's militia ended the conflict by burning all temples and establishing a fiercely secular nation, which they dubbed Rahadoum.", - "Meanwhile, south of Osirion, Sarenite refugees and bandits carved settlements out of arid and sparsely populated plains, guarded from marauding bands of gnolls by the legendary janni heroes called the Templars of the Five Winds. It was only with the arrival of the alien Pactmasters and their laissez-faire, plutocratic governance that this new nation of Katapesh came into its own as a hub of worldwide trade.", - "Today the nations collectively dubbed the Golden Road are a study in contrast.", - "In their bustling, cosmopolitan cities, markets overflow with curiosities from across the world, while scholars advance the frontiers of magic and science in buildings older than many northern nations. Yet at the same time, settlements remain largely restricted to coasts and rivers, leaving huge stretches of land untouched, ceded to deadly monsters and those bold adventurers willing to brave them. In these sun-drenched dunes ruled by scorpions, genies, fiends, and sphinxes, heroes find their fortunes\u2014or are swallowed forever." + "For a thousand years, humanity huddled in small bands and villages, eking out a bare existence under an ash-clouded sky, rarely organizing beyond localized trade networks. Then came the Jistka Imperium, clever artificers who rose from the deserts of what is now Rahadoum. The Imperium conquered the neighboring peoples and forced the desert dwellers in north-central Garund to form a defensive federation called the Tekritanin League, matched also by the rise of powerful Ancient Osirion in the east. In the ensuing conflict between these three nations, Osirion eventually ended up victorious through a combination of astute politics, magic, and brute military force, its god-kings conquering both of the neighboring empires. But Ancient Osirion eventually met its end as well, finally collapsing under the weight of its own hubris. Keleshite agents from Qadira, a vassal of the vast Padishah Empire of Kelesh just across the Obari Ocean, took advantage of this decline. These agents destabilized the region until Qadira could sweep in and \"rescue\" Osirion from disaster, turning it into a Keleshite colony. This foreign rule in Osirion lasted for more than 3 millennia before Khemet I, dubbed the Forthbringer, drove the Keleshite government from its shores and returned Osirion to sovereign rule by a Garundi pharaoh.", + "While this chaos played out in the east, things were going equally poorly in the west. Spread by Keleshite immigration, the worship of Sarenrae hit the city of Azir and other major settlements like an avalanche, meeting violent resistance from local followers of Nethys and Norgorber. The resulting Oath Wars devastated the region for more than 60 years before Azir's militia ended the conflict by burning all temples and establishing a fiercely secular nation, which they dubbed Rahadoum. Meanwhile, south of Osirion, Sarenite refugees and bandits carved settlements out of arid and sparsely populated plains, guarded from marauding bands of gnolls by the legendary janni heroes called the Templars of the Five Winds. It was only with the arrival of the alien Pactmasters and their laissez-faire, plutocratic governance that this new nation of Katapesh came into its own as a hub of worldwide trade.", + "Today the nations collectively dubbed the Golden Road are a study in contrast. In their bustling, cosmopolitan cities, markets overflow with curiosities from across the world, while scholars advance the frontiers of magic and science in buildings older than many northern nations. Yet at the same time, settlements remain largely restricted to coasts and rivers, leaving huge stretches of land untouched, ceded to deadly monsters and those bold adventurers willing to brave them. In these sun-drenched dunes ruled by scorpions, genies, fiends, and sphinxes, heroes find their fortunes\u2014or are swallowed forever." ] }, { @@ -1453,26 +1619,8 @@ "page": 51, "name": "The Barrier Wall", "entries": [ - "The mountains of the Barrier Wall run laterally across northern Garund, separating the deserts of the northern coast from the lush jungles of the Mwangi Expanse.", - "Difficult to reach and almost impassable, the Barrier Wall contains only a few scattered settlements. In Rahadoum, soldiers in the mud-brick fortress of Haldun maintain the Rainwall, a network of sentries and magical wards designed to keep the depraved predators of the Sodden Lands from creeping north. In Osirion, the mountain monastery of Tar Kuata houses monks and scholars of Irori as well as an order of elite dwarven martial artists called the Ouat. A sect of druids called the Stonewardens patrols the central range near Thuvia, guarding {@condition hidden} sanctuary valleys and remote portals to the First World, while the legendary alchemist Artokus Kirran built his citadel among the peaks, using their slopes as his first line of defense.", - "The vast majority of the range remains largely uninhabited, home only to some of the most remote adventuring locations on the continent. Most notable among these is the ruins of Kho, the first Shory flying city. Though it was smashed to earth by the Tarrasque, a spawn of the evil god Rovagug, it still sputters with.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 51, - "name": "SUN ORCHID OASIS", - "entries": [ - "2560 ar The Oath Wars end as the Laws of Mortality spread throughout the new nation of Rahadoum.", - "4079 ar Qadira invades Taldor.", - "4300 ar The Templars of the Five Winds imprison the efreeti warlord Jhavul, ending the Genie Wars.", - "4603 ar Taldor and Qadira reach an uneasy truce.", - "4609 ar Osirians overthrow their Keleshite rulers and install a Garundi pharaoh, Prince Khemet I.", - "4701 ar Gnolls besiege Solku in Katapesh before being beaten back by paladins of Iomedae.", - "4709 ar Pale Mountain partially erupts, leaving a massive crater on the side of the mountain and exposing the remains of Xotani the Firebleeder, one of the Spawn of Rovagug.", - "4714 ar Pharaoh Hakotep I returns from the dead to reclaim his throne and is narrowly defeated. His flying pyramids crash down across Osirion." - ] - }, - "strange energies. Among its rubble, marids and monstrous humanoids battle over priceless sites including the Fields of Glass, the Domes of the Polymatum, and the Pit of Endless Night. Lesser-known sites in the range include the Cathedral of Claws, the Tagas Labyrinth, and the lair of the undead dragon Arantaros. Among the northern Mwangi peoples, adventuring scholars search for the Earthspear, a spiraling repository carved into the heart of a mountain. The Earthspear is said to hold writings from Old-Mage Jatembe himself, protected in case of a second apocalypse. A thousand other such wonders might lie among the peaks, their legends long forgotten." + "The mountains of the Barrier Wall run laterally across northern Garund, separating the deserts of the northern coast from the lush jungles of the Mwangi Expanse. Difficult to reach and almost impassable, the Barrier Wall contains only a few scattered settlements. In Rahadoum, soldiers in the mud-brick fortress of Haldun maintain the Rainwall, a network of sentries and magical wards designed to keep the depraved predators of the Sodden Lands from creeping north. In Osirion, the mountain monastery of Tar Kuata houses monks and scholars of Irori as well as an order of elite dwarven martial artists called the Ouat. A sect of druids called the Stonewardens patrols the central range near Thuvia, guarding hidden sanctuary valleys and remote portals to the First World, while the legendary alchemist Artokus Kirran built his citadel among the peaks, using their slopes as his first line of defense.", + "The vast majority of the range remains largely uninhabited, home only to some of the most remote adventuring locations on the continent. Most notable among these is the ruins of Kho, the first Shory flying city. Though it was smashed to earth by the Tarrasque, a spawn of the evil god Rovagug, it still sputters with strange energies. Among its rubble, marids and monstrous humanoids battle over priceless sites including the Fields of Glass, the Domes of the Polymatum, and the Pit of Endless Night. Lesser-known sites in the range include the Cathedral of Claws, the Tagas Labyrinth, and the lair of the undead dragon Arantaros. Among the northern Mwangi peoples, adventuring scholars search for the Earthspear, a spiraling repository carved into the heart of a mountain. The Earthspear is said to hold writings from Old-Mage Jatembe himself, protected in case of a second apocalypse. A thousand other such wonders might lie among the peaks, their legends long forgotten." ] }, { @@ -1482,56 +1630,10 @@ "name": "Katapesh", "entries": [ "Katapesh is a nation dedicated to trade and little else. Its bazaars are known across Golarion not just for their size, but for their incredible (and sometimes immoral) variety of wares. No item is too rare or taboo to be found somewhere in the tents, shops, and wagons of the nation's merchants: magical reagents, forbidden spells, holy relics, and deadly poisons. In Katapesh, those with the gold make the rules, and the only question is whether one can afford their desires.", - "Strangely, Katapesh was founded by a group of Sarenite refugees. {@condition Fleeing} south from pogroms in Osirion, these devout settlers founded two cities that would eventually become Solku and Katapesh. Yet life was hard on Katapesh's plains, and constant assault by gnolls, bandits, and destructive sandstorms led subsequent generations away from the faith, seeking salvation in something more concrete.", - "They found it in pesh: a rare cactus growing in the nation's interior, the sap of which could be distilled into a powerful euphoric drug. Trade boomed as residents of the Inner Sea region clamored for the new drug, and with the influx of money came warring gangs and pesh dens full of helpless addicts. As the economic boom and influx of foreign trade allowed local merchants to expand into other wares, the fundamental anarchy of a drug-fueled economy continued under a loose.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 52, - "name": "NOTABLE FIGURES", - "entries": [ - "The following are key public figures in the region." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 52, - "name": "PACTBROKER HASHIM IBN SAYYID", - "entries": [ - "While the Pactmasters rule Katapesh absolutely, their desires are implemented by the Pactbroker, making him the effective ruler of Katapesh." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 52, - "name": "RUBY PRINCE KHEMET III", - "entries": [ - "Osirion's current pharaoh focuses on securing elemental and extraplanar pacts that strengthen the nation while leaving mundane rule to the Council of Sun and Sky." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 52, - "name": "MALDUONI, KEEPER OF THE FIRST LAW", - "entries": [ - "Wildly popular and elected to an unprecedented fourth term, Malduoni has united Rahadoum's factions against the threat of their changing landscape." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 52, - "name": "SATRAP XERBYSTES II", - "entries": [ - "The ruler of Qadira is notoriously brooding and constantly rankling at the Padishah Emperor's refusal to authorize an invasion of Taldor." - ] - }, - "consortium of corrupt merchants and outright criminals.", + "Strangely, Katapesh was founded by a group of Sarenite refugees. Fleeing south from pogroms in Osirion, these devout settlers founded two cities that would eventually become Solku and Katapesh. Yet life was hard on Katapesh's plains, and constant assault by gnolls, bandits, and destructive sandstorms led subsequent generations away from the faith, seeking salvation in something more concrete.", + "They found it in pesh: a rare cactus growing in the nation's interior, the sap of which could be distilled into a powerful euphoric drug. Trade boomed as residents of the Inner Sea region clamored for the new drug, and with the influx of money came warring gangs and pesh dens full of helpless addicts. As the economic boom and influx of foreign trade allowed local merchants to expand into other wares, the fundamental anarchy of a drug-fueled economy continued under a loose consortium of corrupt merchants and outright criminals.", "The Pactmasters changed that. Seven feet tall, robed and masked to hide their forms, the Pactmasters arrived from parts unknown and took control of the city of Katapesh\u2014and by extension the nation\u2014in a bloodless coup that no records can explain. Though they didn't end the city's freewheeling approach to trade, they stabilized and formalized it. Under their guidance, usually filtered through humanoid mouthpieces like Pactbroker Hashim ibn Sayyid, the nation has become perhaps the largest black market in the world, its independence maintained by economic ties and a constabulary of metal constructs known as aluums.", - "The city of Katapesh is so large in comparison to other settlements that many visitors don't bother distinguishing between capital and nation. In its vast markets\u2014 both the legitimate bazaars and the seedier Nightstalls\u2014merchants and buyers of a hundred different kinds mingle with the human majority. Gnoll slavers, nomadic gnomes, and dwarves from mines in the Brazen Peaks rub shoulders with visitors from far-off lands such as rakshasas from Vudra or even immortal traders from the Great Beyond. Although Katapesh has a bustling slave trade, slavers who deal in the business consider keeping track of one's property a personal responsibility, so those who manage to escape slavery often find it easy to set up new lives among the city's throngs of traders, fugitives, and expatriates.", + "The city of Katapesh is so large in comparison to other settlements that many visitors don't bother distinguishing between capital and nation. In its vast markets\u2014both the legitimate bazaars and the seedier Nightstalls\u2014merchants and buyers of a hundred different kinds mingle with the human majority. Gnoll slavers, nomadic gnomes, and dwarves from mines in the Brazen Peaks rub shoulders with visitors from far-off lands such as rakshasas from Vudra or even immortal traders from the Great Beyond. Although Katapesh has a bustling slave trade, slavers who deal in the business consider keeping track of one's property a personal responsibility, so those who manage to escape slavery often find it easy to set up new lives among the city's throngs of traders, fugitives, and expatriates.", "Outside the city, the landscape quickly gives way to scattered herders, hardscrabble villages, and pesh plantations. All of these are regularly beset by natural predators like lions, bulettes, and hyenas, as well as more cunning foes like harpies, gnolls, pugwampis, and genie warlords. Given the Pactmasters' laissez-faire policies, defending these holdings is up to the residents, and mercenaries do a brisk business guarding these scattered settlements from a landscape that seems intent on devouring them.", { "type": "pf2-h3", @@ -1539,7 +1641,13 @@ "page": 53, "name": "Pesh", "entries": [ - "The euphoric drug known as pesh comes from the milk of a cactus of the same name, originally native only to Katapesh and important enough to the local economy that their nation is named for it. The drug has several different forms, but the most valuable is the refined version\u2014and hence the version most commonly smuggled abroad\u2014a tarry, chunky black paste made by cooking the cactus's milk along with its resin and other additives. When eaten or smoked, the drug gives users a sense of well-being, sometimes combined with hallucinations, though these can also turn to paranoia, aggression, and exhaustion. It's also dangerously addictive, as its dealers know all too well." + "The euphoric drug known as pesh comes from the milk of a cactus of the same name, originally native only to Katapesh and important enough to the local economy that their nation is named for it. The drug has several different forms, but the most valuable is the refined version\u2014and hence the version most commonly smuggled abroad\u2014a tarry, chunky black paste made by cooking the cactus's milk along with its resin and other additives. When eaten or smoked, the drug gives users a sense of well-being, sometimes combined with hallucinations, though these can also turn to paranoia, aggression, and exhaustion. It's also dangerously addictive, as its dealers know all too well.", + { + "type": "list", + "items": [ + "{@item Refined Pesh|gmg}" + ] + } ] }, { @@ -1548,20 +1656,10 @@ "page": 53, "name": "Okeno", "entries": [ - "Originally a pirate enclave, the Yellow City has become the undisputed center of the slave trade in the Inner Sea. Run by a coalition of slavers under the oversight of the ruthless Governor Morio Midasi, Okeno is the only settlement of note on Stonespine Island\u2014a place of cosmopolitan luxury that makes no effort to conceal the misery funding it. Slaves of every description are held in the city's notorious Fleshfairs, brought in from the Skindock through the underground Sweatways." + "Originally a pirate enclave, the Yellow City has become the undisputed center of the slave trade in the Inner Sea. Run by a coalition of slavers under the oversight of the ruthless Governor Morio Midasi, Okeno is the only settlement of note on Stonespine Island\u2014a place of cosmopolitan luxury that makes no effort to conceal the misery funding it. Slaves of every description are held in the city's notorious Fleshfairs, brought in from the Skindock through the underground Sweatways.", + "Though primarily human, the citizenry is also diverse, with a sizable contingent of gnolls and ratfolk. While Andoran's abolitionist Eagle Knights have tried for years to shut down the port, they've been stymied by the slavers' yellow-sailed fleet and the political power of those elites from other nations who come to frolic in the city's pleasure pits. Even if someone managed to ransack the port, rumor holds that the truly powerful slavers rule from secret treasure-vault compounds high in the island's trackless Stonespine Mountains." ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 53, - "name": "ECONOMICS", - "entries": [ - "Despite the presence of productive mines and other natural resources, most of the Golden Road's economic power comes from trade. In Qadira and Katapesh, this is largely due to geographical and political factors, the result of being endpoints of major intercontinental trade routes. All of the nations are major importers of wood and finished goods, and many also export grain, beer, flax, papyrus, and salt. Osirion's primary exports are magical knowledge and rare antiquities, while Rahadoum exports clever machines and incomparable engineers, but must import major quantities of food.", - "Thuvia, while self-sufficient, still leans on the lucrative sun orchid elixir for its status as a major player on the world stage." - ] - }, - "Though primarily human, the citizenry is also diverse, with a sizable contingent of gnolls and ratfolk. While Andoran's abolitionist Eagle Knights have tried for years to shut down the port, they've been stymied by the slavers' yellow-sailed fleet and the political power of those elites from other nations who come to frolic in the city's pleasure pits. Even if someone managed to ransack the port, rumor holds that the truly powerful slavers rule from secret treasure-vault compounds high in the island's trackless Stonespine Mountains." + } ] }, { @@ -1570,28 +1668,18 @@ "page": 54, "name": "Osirion", "entries": [ - "One of the oldest continuous human civilizations in the Inner Sea region, Osirion is steeped in the legacy of its past. Though the era of Ancient Osirion is long gone, and the magical god-kings who once commanded armies of bound outsiders have been laid to rest in treasure-filled tombs across the nation, its legends continue to inspire and influence its modern incarnation. Not even millennia of Keleshite occupation could quash the traditions and stories of the Garundi. Since throwing off their colonial shackles in 4609 ar, Osirion has overflowed with patriotic pride and a renewed connection to the lost pharaohs through the guidance of the powerful Khemet dynasty.", - "Osirion's settlements have always relied on the annual flooding of its rivers, bringing life and nutrients to otherwise pitiless desert sands. Located at the mouth of the River Sphinx, the nation's capital, Sothis, is the center of trade in the region. Its sprawling districts spread out from the Black Dome\u2014the shell of dread Ulunat, a beetle-like Spawn of Rovagug slain by the nation's first pharaoh.", - "Upriver the Pharasmin necropolis city of Wati joins Tephu, City of the Reed People, and An, City of Triangles, at the swampy merging of the Crook and Asp Rivers. All are protected by the militia at Ipeq, a bastion constructed by enslaved djinn and efreet and equipped with a fleet of magical scorpion boats. A few oasis cities such as Eto and Shiman-Sekh manage to survive along trade routes in the desert. Even here the touch of ancient magic can be felt in the lotus-shaped pools of the Golden Oasis and the black glass labyrinth recently discovered beneath Shiman-Sekh, sealed by multiple pharaohs and said to contain something called the \"Seraph of Destruction.\" Despite the nation's bustling industries and magical and military might, Osirians are constantly reminded that they live in the shadow of their former glory, and Osirion's landscape is thick with the ruins of the past. Here, the Slave Trenches of Hakotep, recently revealed to be a vast elemental engine. There, the ruins of Tumen, Osirion's former capital, buried by sandstorms after the death of the Four Pharaohs of Ascension. For every known site of legend, a dozen more lie undiscovered. Upon taking the throne, the Ruby Prince, Khemet III, briefly invited foreign scholars and archaeologists to explore these sites, advancing his goal of raising Osirion's profile while learning more of the secrets behind the ancients' miracles. But after both the disastrous return of the Sky Pharaoh a few years ago and uncovering the secret machinations of the Night Heralds {@condition hidden} among the area's sites, the prince has attempted to restrict access once more, succeeding only in driving the thriving tombrobbing business underground. The elites of other nations now have developed a desire for Osirian relics. For those bold enough to face trap-filled corridors, undead guardians, and ravenous monsters, the threat of government punishment does little to keep them from launching expeditions in search of priceless artifacts. And if in the process they end up releasing horrors that prey upon the surrounding cities\u2014 well, that just means more work for anyone with a sword or a spellbook.", + "One of the oldest continuous human civilizations in the Inner Sea region, Osirion is steeped in the legacy of its past. Though the era of Ancient Osirion is long gone, and the magical god-kings who once commanded armies of bound outsiders have been laid to rest in treasure-filled tombs across the nation, its legends continue to inspire and influence its modern incarnation. Not even millennia of Keleshite occupation could quash the traditions and stories of the Garundi. Since throwing off their colonial shackles in 4609 AR, Osirion has overflowed with patriotic pride and a renewed connection to the lost pharaohs through the guidance of the powerful Khemet dynasty.", + "Osirion's settlements have always relied on the annual flooding of its rivers, bringing life and nutrients to otherwise pitiless desert sands. Located at the mouth of the River Sphinx, the nation's capital, Sothis, is the center of trade in the region. Its sprawling districts spread out from the Black Dome\u2014the shell of dread Ulunat, a beetle-like Spawn of Rovagug slain by the nation's first pharaoh. Upriver the Pharasmin necropolis city of Wati joins Tephu, City of the Reed People, and An, City of Triangles, at the swampy merging of the Crook and Asp Rivers. All are protected by the militia at Ipeq, a bastion constructed by enslaved djinn and efreet and equipped with a fleet of magical scorpion boats. A few oasis cities such as Eto and Shiman-Sekh manage to survive along trade routes in the desert. Even here the touch of ancient magic can be felt in the lotus-shaped pools of the Golden Oasis and the black glass labyrinth recently discovered beneath Shiman-Sekh, sealed by multiple pharaohs and said to contain something called the \"Seraph of Destruction.\"", + "Despite the nation's bustling industries and magical and military might, Osirians are constantly reminded that they live in the shadow of their former glory, and Osirion's landscape is thick with the ruins of the past. Here, the Slave Trenches of Hakotep, recently revealed to be a vast elemental engine. There, the ruins of Tumen, Osirion's former capital, buried by sandstorms after the death of the Four Pharaohs of Ascension. For every known site of legend, a dozen more lie undiscovered. Upon taking the throne, the Ruby Prince, Khemet III, briefly invited foreign scholars and archaeologists to explore these sites, advancing his goal of raising Osirion's profile while learning more of the secrets behind the ancients' miracles. But after both the disastrous return of the Sky Pharaoh a few years ago and uncovering the secret machinations of the Night Heralds hidden among the area's sites, the prince has attempted to restrict access once more, succeeding only in driving the thriving tomb-robbing business underground. The elites of other nations now have developed a desire for Osirian relics. For those bold enough to face trap-filled corridors, undead guardians, and ravenous monsters, the threat of government punishment does little to keep them from launching expeditions in search of priceless artifacts. And if in the process they end up releasing horrors that prey upon the surrounding cities\u2014well, that just means more work for anyone with a sword or a spellbook.", { "type": "pf2-h3", "source": "LOWG", "page": 54, "name": "Flying Pyramids", "entries": [ - "In 4714, the long-dead Sky Pharaoh Hakotep I rose from his tomb and attempted to reclaim his empire using a fleet of flying pyramids. When a band of heroes managed to defeat the." + "In 4714, the long-dead Sky Pharaoh Hakotep I rose from his tomb and attempted to reclaim his empire using a fleet of flying pyramids. When a band of heroes managed to defeat the pharaoh, these pyramids came crashing down, causing great destruction when they landed near settlements. Yet the rough landing wasn't enough to destroy the pyramids' inhabitants, and today Osirion is dotted with these monster-filled fortresses. Overwhelmed by the sheer scale of the problem, the Ruby Prince's forces have managed to seal or partially clear out the pyramids closest to major cities and have banned anyone from entering them. Still, the guards are often easily bribed by grave robbers or by mercenaries hired by locals who fear the time bombs on their doorsteps. Some of the most famous include the Pyramid of Broken Earth, near Ipeq; the Pyramid of Crashing Waves, lying half submerged off the coast of Totra; the Pyramid of Righteous Fire, near An; and the Pyramid of Sounding Gales which crashed into Sothis itself, obliterating a portion of the Marblecourt district and forcing the Ruby Prince to permanently quarantine the area." ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 54, - "name": "PACTMASTER LEGAL RAHADOUMI FAITHS", - "entries": [ - "The Laws of Mortality prohibit obedience to a god\u2014not faith or divine magic itself\u2014 and Rahadoumi are fond of studying and debating different philosophies and doctrines. Among Rahadoum's many legal faiths, the Green Faith is prominent, with druids in high demand to help heal citizens and farmland ravaged by drought and disease. {@skill Occultism} and astrology are also acceptable. Diabolism and geniebinding are permitted so long as the mortal is the master. Even agnosticism can be tolerated, as long as it contains no direct worship, as can reincarnation faiths like Sangpotshi." - ] - }, - "pharaoh, these pyramids came crashing down, causing great destruction when they landed near settlements. Yet the rough landing wasn't enough to destroy the pyramids' inhabitants, and today Osirion is dotted with these monster-filled fortresses. Overwhelmed by the sheer scale of the problem, the Ruby Prince's forces have managed to seal or partially clear out the pyramids closest to major cities and have banned anyone from entering them. Still, the guards are often easily bribed by grave robbers or by mercenaries hired by locals who fear the time bombs on their doorsteps. Some of the most famous include the Pyramid of {@condition Broken} Earth, near Ipeq; the Pyramid of Crashing Waves, lying half submerged off the coast of Totra; the Pyramid of Righteous Fire, near An; and the Pyramid of Sounding Gales which crashed into Sothis itself, obliterating a portion of the Marblecourt district and forcing the Ruby Prince to permanently quarantine the area." + } ] }, { @@ -1601,20 +1689,11 @@ "name": "Qadira", "entries": [ "The easternmost nation of the Inner Sea region, Qadira is both a foothold and a gateway\u2014the beginning or ending of the lucrative overland trade routes that cross vast Casmaron, and the farthest arm of a powerful empire that looms large, ever ready to swallow the independent nations of the Inner Sea.", - "Long ago, the high deserts of Qadira were home to nomadic herders who mingled with local genies and elementals, giving rise to a large population of geniekin.", - "Even today it's not uncommon for geniekin to be born to parents who may have otherwise had no idea of their elemental ancestry. Qadira's early inhabitants created little in the way of permanent settlements. When the armies of the Padishah Empire of Kelesh rolled west into the region, seeking a trade port along the Inner Sea, these scattered bands had little choice but to assimilate into their conquerors' society.", + "Long ago, the high deserts of Qadira were home to nomadic herders who mingled with local genies and elementals, giving rise to a large population of geniekin. Even today it's not uncommon for geniekin to be born to parents who may have otherwise had no idea of their elemental ancestry. Qadira's early inhabitants created little in the way of permanent settlements. When the armies of the Padishah Empire of Kelesh rolled west into the region, seeking a trade port along the Inner Sea, these scattered bands had little choice but to assimilate into their conquerors' society.", "By far the invaders' greatest influence on the region was the introduction of their Keleshite empire's patron goddess, Sarenrae. With her dervishes wielding healing light and righteous steel, the Dawnflower spread across the Inner Sea like a grass fire, finding legions of converts while sparking wars in northern Garund. This dichotomy between healing and harm was felt even within Qadira itself, where Sarenrae's faith is the state religion, as the goddess's emphasis on forgiveness clashed with Kelesh's expansionist tendencies. Most recently, the church's push to abolish slavery\u2014a crusade that seems poised on the brink of victory\u2014has made its priests unwelcome in slaving ports like Sedeq, where bottled djinn, shaitans trapped in amber, humanoid prisoners, and caged monsters all line the slave block.", - "As the point of Kelesh's spear, Qadira earns little love from its neighbors.", - "Nobody inside or outside its borders has forgotten the way the empire swooped in to annex Osirion for millennia, or its centuries of brutal warfare with Taldor to the north. Of late, the rise of Grand Princess Eutropia as a strong ruler in Taldor has forced Satrap Xerbystes II to quiet his saber rattling. While the prideful satrap might wish otherwise, final command of the nation's armies belongs not to him but to his vizier Hebizid Vraj. Hebizid was appointed by the Padishah Emperor himself and able to overrule the satrap, should Xerbystes make decisions against the empire's interest. The satrap focuses instead on economic victories and defending the hundred stone watchtowers along the contested border. He satisfies his martial desires with the Peerless, a hand-selected group of heroes who undertake impossible missions into the nation's wild places for their monarch's glory and entertainment.", - "Ordinary Qadirans are just as proud as their leaders, and with good reason: each day they see their shores flooded with visitors who gape at the marvels of the Keleshite empire, from its animated siege engines and flying carpets to bands of genie mercenaries and great elemental-powered sandships that sail the dunes on phantom winds. Caravans arrive daily in Katheer, showcasing creatures and knowledge unseen in the west, and the Venicaan College of Medicaments and Chirurgery blends magic and medical.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 55, - "name": "PURE LEGION ENFORCER VENICAAN COLLEGE OF MEDICAMENTS AND CHIRURGERY" - }, - "science to train the greatest healers for thousands of miles. Most Qadirans are legendarily persuasive, confident, and concerned with luxury and status, yet also honorable and generous. Hospitality is both sacred and formalized, with breaches of etiquette risking deadly feuds. Even criminals observe these codes of conduct.", - "Outside of the great caravan cities, Qadiran settlements are small and must defend themselves against feral giants, draconic beasts, angry elementals, and the other creatures of the desert. Sometimes residents are able to live in harmony with these strange creatures, such as in the scholarly enclave of Gurat, where a cyclops prophet called the Mouthpiece speaks invaluable truths to the satrap and is guarded by a thousand deaf soldiers. Legends also speak of independent settlements of geniekin high in the Zho Mountains, still resisting the empire's control. Though the settlements are {@condition hidden} by powerful illusion spells, adventurers occasionally stumble across them, or they may reveal themselves to the worthy in moments of need. The more common outcome for adventurers, however, is finding only ruins, like those of Al-Bashir, whose resident harpies devour unwary caravans, or of lost Shadun, where shadows with burning eyes walk the ashen streets. Most practical caravan leaders headed through Qadira's deserts hire plenty of guards, making the nation a popular destination for both foreign mercenaries and elite local sellswords." + "As the point of Kelesh's spear, Qadira earns little love from its neighbors. Nobody inside or outside its borders has forgotten the way the empire swooped in to annex Osirion for millennia, or its centuries of brutal warfare with Taldor to the north. Of late, the rise of Grand Princess Eutropia as a strong ruler in Taldor has forced Satrap Xerbystes II to quiet his saber rattling. While the prideful satrap might wish otherwise, final command of the nation's armies belongs not to him but to his vizier Hebizid Vraj. Hebizid was appointed by the Padishah Emperor himself and able to overrule the satrap, should Xerbystes make decisions against the empire's interest. The satrap focuses instead on economic victories and defending the hundred stone watchtowers along the contested border. He satisfies his martial desires with the Peerless, a hand-selected group of heroes who undertake impossible missions into the nation's wild places for their monarch's glory and entertainment.", + "Ordinary Qadirans are just as proud as their leaders, and with good reason: each day they see their shores flooded with visitors who gape at the marvels of the Keleshite empire, from its animated siege engines and flying carpets to bands of genie mercenaries and great elemental-powered sandships that sail the dunes on phantom winds. Caravans arrive daily in Katheer, showcasing creatures and knowledge unseen in the west, and the Venicaan College of Medicaments and Chirurgery blends magic and medical science to train the greatest healers for thousands of miles. Most Qadirans are legendarily persuasive, confident, and concerned with luxury and status, yet also honorable and generous. Hospitality is both sacred and formalized, with breaches of etiquette risking deadly feuds. Even criminals observe these codes of conduct.", + "Outside of the great caravan cities, Qadiran settlements are small and must defend themselves against feral giants, draconic beasts, angry elementals, and the other creatures of the desert. Sometimes residents are able to live in harmony with these strange creatures, such as in the scholarly enclave of Gurat, where a cyclops prophet called the Mouthpiece speaks invaluable truths to the satrap and is guarded by a thousand deaf soldiers. Legends also speak of independent settlements of geniekin high in the Zho Mountains, still resisting the empire's control. Though the settlements are hidden by powerful illusion spells, adventurers occasionally stumble across them, or they may reveal themselves to the worthy in moments of need. The more common outcome for adventurers, however, is finding only ruins, like those of Al-Bashir, whose resident harpies devour unwary caravans, or of lost Shadun, where shadows with burning eyes walk the ashen streets. Most practical caravan leaders headed through Qadira's deserts hire plenty of guards, making the nation a popular destination for both foreign mercenaries and elite local sellswords." ] }, { @@ -1624,44 +1703,25 @@ "name": "Rahadoum", "entries": [ "The nation of Rahadoum was founded on a single principle: let no mortal be beholden to a god. Proposed by philosopher Kalim Onaku as a way to end the Oath Wars, this principle quickly expanded into a governing manifesto dubbed the Laws of Mortality. In the eyes of the Rahadoumi, religion is a form of indentured servitude\u2014the sale of one's immortal soul. Worse, faith encourages violence and division between mortals while blinding believers to reason. Though often labeled as atheists, Rahadoumi do not doubt the existence of the gods\u2014rather, they reject the idea of worship, seeing the gods as powerful and capricious aristocrats who use mortals as toys. In the Rahadoumi mind, it's better to live in freedom, with all the hardship it entails, than to spend eternity as a thrall.", - "All forms of deity worship are outlawed in Rahadoum. Possession of holy texts or symbols can result in heavy fines or exile, while preaching within its borders is punished by imprisonment or worse. With the exception of clerics and others who channel the gods' power, however, religious visitors are still welcome to trade in the ports or study in the nation's esteemed universities, so long as they do not proselytize or conduct religious rituals while there. Immigration to Rahadoum is also encouraged, with the dockside propagandists welcoming with song all those willing to \"reject and rejoice.\" Faiths that resemble religion but do not venerate divine beings are viewed with suspicion but tolerated\u2014notably the Green Faith, since druids hired by the government present one of the best bulwarks against the nation's rapidly accelerating desertification.", - "Enforcement of the laws governing religion falls to the Pure Legion, a sophisticated military organization based out of an unconquerable fortress called Shepherd's Rock high in the Napsune Mountains.", - "A council of representatives from every major settlement and nomadic group rules.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 56, - "name": "SUN ORCHID ELIXIR", - "entries": [ - "This Thuvian elixir offers extended life and a second youth.", - "When you drink this elixir, you physically become as you were in whatever phase of your youth you desire. Your new body begins in peak health, regardless of what your actual condition was at that age.", - "Any physical or mental imperfections\u2014 including scars, lost limbs, and curses, diseases, poisons of 20th level or lower\u2014 are removed, and you regain your full Hit Points. You immediately begin to age normally again, with your natural lifespan extended as if you had never aged past your new apparent age. You retain all your memories.", - "Unlike {@skill Crafting} most items, brewing the sun orchid elixir takes 1 month's time. While an individual vial of sun orchid elixir isn't unique, the formula is unique, and it's known only to Artokus Kirran of Thuvia." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 56, - "name": "MERAB RELATIONS", - "entries": [ - "The nations along Garund's northern shores are connected economically by the Path of Salt, a vital coastal trade route stretching across the continent.", - "Nevertheless, ancient tensions run high: Rahadoum and Thuvia dislike each other due to conflict between the atheists and Sarenites, while oft-conquered Thuvia trusts neither its neighbors nor anyone else, knowing how many foreign governments would happily invade to take the sun orchid elixir for themselves. Osirion, for its part, is pragmatically {@condition friendly} toward both of them, saving its distrust for Qadira and the Keleshites who oppressed it until recently. In the south, Katapesh makes a point of maintaining trade relations with everyone\u2014though the recent international turn against slavery is causing problems\u2014and Qadira doesn't care what anyone thinks as long as trade flows and Taldor doesn't challenge its borders." - ] - }, - "Rahadoum, voting every 5 years to appoint one of the members as head of state, called the Keeper of the First Law. Ordinary Rahadoumi tend to be independent and educated, debating the latest political issues and philosophical treatises with the ardor of Chelaxians following penny operas.", + "All forms of deity worship are outlawed in Rahadoum. Possession of holy texts or symbols can result in heavy fines or exile, while preaching within its borders is punished by imprisonment or worse. With the exception of clerics and others who channel the gods' power, however, religious visitors are still welcome to trade in the ports or study in the nation's esteemed universities, so long as they do not proselytize or conduct religious rituals while there. Immigration to Rahadoum is also encouraged, with the dockside propagandists welcoming with song all those willing to \"reject and rejoice.\" Faiths that resemble religion but do not venerate divine beings are viewed with suspicion but tolerated\u2014notably the Green Faith, since druids hired by the government present one of the best bulwarks against the nation's rapidly accelerating desertification. Enforcement of the laws governing religion falls to the Pure Legion, a sophisticated military organization based out of an unconquerable fortress called Shepherd's Rock high in the Napsune Mountains.", + "A council of representatives from every major settlement and nomadic group rules Rahadoum, voting every 5 years to appoint one of the members as head of state, called the Keeper of the First Law. Ordinary Rahadoumi tend to be independent and educated, debating the latest political issues and philosophical treatises with the ardor of Chelaxians following penny operas.", "The Rahadoumi economy relies on ingenuity, with a huge merchant and artisan class exporting high-quality crafts and mechanical innovations. The absence of the gods' influence allows arcane magic to flourish, and mercenary groups train elite warriors tough enough to forgo their peers' reliance on divine healing.", "Rahadoum's capital of Azir seems almost like two different cities. To outsiders, it's a bustling river port and the center for trade in the region, with brightly colored markets and huge, hypermodern buildings whose architects use the latest feats of engineering to seemingly break geometry with their fanciful shapes. Yet just behind this facade is a sprawl of slums and trash-walled tenements, where refugees from desertification across the nation struggle to survive and join the city's middle class.", "Fifty miles offshore, the island of Nuat feeds the capital's masses with the best farmland in the nation. It also harbors much of Rahadoum's navy. Unfortunately, while the island's sailors excel at protecting the seas near Azir from the Shackles' Free Captains, no amount of military presence has been able to drive out the Thin Men\u2014ghostly spirits that haunt Nuat's cane fields and terrify its residents.", - "Rahadoum's government is concerned primarily with the future and innovation.", - "It cares little for the relics of the past, leaving the study of such things to wizards from Manaket's esteemed Occularium. In the deep deserts and remote reaches of the Napsune Mountains, legendary Jistkan ruins including Lost Yemal, the Tomb of Emperors, and the Hanging City of Teskra stand ripe for adventurers able to brave their ancient traps and resident monsters, as does the magically lush Eternal Oasis. Yet reaching such destinations means contending with fierce lamia bands, the sand traps of giant antlions, and legendary threats like Khanjar-Khanayr the Stone Maw, the fiendish dragon who lurks in his mountain lair of Ghataking, waiting for a sign that it's time to rise up and lay waste to the region.", + "Rahadoum's government is concerned primarily with the future and innovation. It cares little for the relics of the past, leaving the study of such things to wizards from Manaket's esteemed Occularium. In the deep deserts and remote reaches of the Napsune Mountains, legendary Jistkan ruins including Lost Yemal, the Tomb of Emperors, and the Hanging City of Teskra stand ripe for adventurers able to brave their ancient traps and resident monsters, as does the magically lush Eternal Oasis. Yet reaching such destinations means contending with fierce lamia bands, the sand traps of giant antlions, and legendary threats like Khanjar-Khanayr the Stone Maw, the fiendish dragon who lurks in his mountain lair of Ghataking, waiting for a sign that it's time to rise up and lay waste to the region.", { "type": "pf2-h3", "source": "LOWG", "page": 57, "name": "Rahadoumi Healing", "entries": [ - "With limited access to divine healing magic, Rahadoumi often become adept at using ordinary medicine for when dangerous situations arise." + "With limited access to divine healing magic, Rahadoumi often become adept at using ordinary medicine for when dangerous situations arise.", + { + "type": "list", + "items": [ + "{@feat Godless Healing|lowg}" + ] + } ] } ] @@ -1672,24 +1732,12 @@ "page": 57, "name": "Thuvia", "entries": [ - "When most people think of Thuvia, they think of the sun orchid elixir: the legendary potion capable of reversing the effects of aging. Discovered thousands of years ago by Artokus Kirran, the draught is derived from the famed flower that grows only in the harshest reaches of Thuvia's desert, though its exact formula is known only to the immortal alchemist himself. A child of the chaos that followed the collapse of Ancient Osirion, Artokus met with local leaders.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 57, - "name": "HANGING CITY OF TESKRA KELESH", - "entries": [ - "While many residents of the Inner Sea region view Qadira as an independent nation, it is in fact only one of many semi-independent satrapies that make up the Padishah Empire of Kelesh, spanning much of vast Casmaron. Crafted over millennia by elemental might, the wish magic of bound genies, and the occult calculations of esoteric mathematicians, the empire rules unchallenged over several major trade routes, though its control dwindles northward among the nomadic horse tribes of the Windswept Wastes. Though the imperial line has never been {@condition broken}, the current monarch, Kalish XXII, is already in his nineties, and many fear civil war between his numerous heirs when he finally dies." - ] - }, - "and concocted a plan to use the vast wealth generated by the elixir to help his fellow downtrodden nomads. Artokus would remain a hermit, secreted in a {@condition hidden} and heavily defended citadel in the Barrier Wall. Each year, he would send forth a blind, mute servant bearing six vials of the elixir. These would then be auctioned off\u2014 never to fellow Thuvians, lest they incur Pharasma's wrath\u2014in a one-bid auction, with all proceeds (including the losing bids) going to the government. The right to sell this elixir would rotate annually between the region's five city-states, binding them together into the reborn nation of Thuvia.", + "When most people think of Thuvia, they think of the sun orchid elixir: the legendary potion capable of reversing the effects of aging. Discovered thousands of years ago by Artokus Kirran, the draught is derived from the famed flower that grows only in the harshest reaches of Thuvia's desert, though its exact formula is known only to the immortal alchemist himself. A child of the chaos that followed the collapse of Ancient Osirion, Artokus met with local leaders and concocted a plan to use the vast wealth generated by the elixir to help his fellow downtrodden nomads. Artokus would remain a hermit, secreted in a hidden and heavily defended citadel in the Barrier Wall. Each year, he would send forth a blind, mute servant bearing six vials of the elixir. These would then be auctioned off\u2014never to fellow Thuvians, lest they incur Pharasma's wrath\u2014in a one-bid auction, with all proceeds (including the losing bids) going to the government. The right to sell this elixir would rotate annually between the region's five city-states, binding them together into the reborn nation of Thuvia.", "The elixir is the root of Thuvia's international power, and so Thuvian society has developed around it. Each of the five major cities is built to accommodate a huge influx of visitors twice a decade as merchants and entertainers flood in to accommodate the foreign bidders and their retinues. It has also forced the cities to strengthen their defenses, whether with magical or military might, lest outside nations seek to annex them or take the elixir by force. Foreign gold has built vast palaces and irrigation projects, universities and theaters. Yet even with all of this, most Thuvians are never directly involved in the elixir trade, instead herding flocks in the traditional nomadic style, mining ore and salt, trading with merchant caravans, or wrestling the desert into fertile bloom.", "Thuvia's two largest cities are both coastal, situated along the trade route known as the Path of Salt. Merab is often seen as the capital due to it being twice the size of the next largest city, though it has no more power than its fellows. Famed for its alchemy, the city's Flowing Market bursts with potions ranging from the mundane to the impossible. Alchemical street lamps light the night, as do the eternal flames atop the minarets of the Temple of the Redeeming Sun, the largest Sarenite temple in the country. To the east, the city of Aspenthar is more dour, with its scheming Prince Zinlow requiring all citizens to join the military reserves in what many expect to be an eventual attempt to conquer the other cities, or perhaps kidnap Artokus himself.", - "On the Junira River that marks the border with Osirion lies Lamasara. The city is a port of pleasures, dedicated to artists and hedonists of all sorts and popular with tourists even in its off years thanks to the savvy policies of Queen Zamere.", - "The isolated city of Duwwor, by contrast, has little interest in outsiders, and its citizens are devoted to living in harmony with the land. Boasting an immense temple to Gozreh and closely allied with a circle of desert druids, Duwwor is home to the best guides in the nation, taking scholars and adventurers deep into the dunes in search of the ruins of the Tekritanin League. Just as famous are the windmills that adorn Duwwor's buildings and fields, harnessing the desert winds to power ingenious constructs and industry.", + "On the Junira River that marks the border with Osirion lies Lamasara. The city is a port of pleasures, dedicated to artists and hedonists of all sorts and popular with tourists even in its off years thanks to the savvy policies of Queen Zamere. The isolated city of Duwwor, by contrast, has little interest in outsiders, and its citizens are devoted to living in harmony with the land. Boasting an immense temple to Gozreh and closely allied with a circle of desert druids, Duwwor is home to the best guides in the nation, taking scholars and adventurers deep into the dunes in search of the ruins of the Tekritanin League. Just as famous are the windmills that adorn Duwwor's buildings and fields, harnessing the desert winds to power ingenious constructs and industry.", "Smallest of the great cities is Pashow, dedicated to Nethys and organized around arcanists studying or teaching at the Scrollspire, the magical university built atop the entrance to an ancient Tekritanin library-well. Pashow's isolation makes it vulnerable to raids by the Water Lords, nomadic warriors who inhabit the nation's trackless interior, and the Scrollspire regularly shelters townsfolk within its walls.", - "Of the numerous monsters that hunt Thuvia's wastes, the most feared are the fiendish divs. Long ago, the div demigod Ahriman dwelled in Thuvia's heart, called there by the Pharaoh of Forgotten Plagues and housed in the vast magical palace known as the House of Oblivion.", - "While Ahriman was eventually driven back to Abaddon, his murderous divs lurk throughout the desert, served by nihilistic cultists called the Usij." + "Of the numerous monsters that hunt Thuvia's wastes, the most feared are the fiendish divs. Long ago, the div demigod Ahriman dwelled in Thuvia's heart, called there by the Pharaoh of Forgotten Plagues and housed in the vast magical palace known as the House of Oblivion. While Ahriman was eventually driven back to Abaddon, his murderous divs lurk throughout the desert, served by nihilistic cultists called the Usij." ] }, { @@ -1698,7 +1746,20 @@ "page": 58, "name": "Backgrounds", "entries": [ - "The following backgrounds are particularly suitable for characters from the Golden Road region." + "The following backgrounds are particularly suitable for characters from the Golden Road region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Black Market Smuggler|lowg}", + "{@background Desert Tracker|lowg}", + "{@background Merabite Prodigy|lowg}", + "{@background Osirionologist|lowg}", + "{@background Purveyor of the Bizarre|lowg}", + "{@background Secular Medic|lowg}", + "{@background Thuvian Unifier|lowg}" + ] + } ] }, { @@ -1707,209 +1768,238 @@ "page": 59, "name": "Living Monolith", "entries": [ - "You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical {@i ka stone} to finalize your oaths." + "You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical {@i ka stone} to finalize your oaths.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Living Monolith Dedication|lowg}", + "{@feat Ka Stone Ritual|lowg}", + "{@feat Stone Blood|lowg}", + "{@feat Fortified Flesh|lowg}", + "{@feat Attunement to Stone|lowg}", + "{@feat Judgment of the Monolith|lowg}", + "{@feat Stone Communion|lowg}" + ] + } ] } ] }, { - "type": "pf2-h1", + "type": "section", + "blue": true, "source": "LOWG", "page": 60, - "name": "High Seas", + "name": "Chapter 6: High Seas", "entries": [ { - "type": "pf2-sidebar", + "type": "list", + "style": "list-hang-notitle", "source": "LOWG", "page": 60, - "name": "Hermea (Ln) The Shackles (CN) Mediogalti Island (LE) Mordant Spire (N)" - }, - { - "type": "pf2-h2", - "source": "LOWG", - "page": 62, - "name": "High Seas", - "entries": [ - "The seas surrounding Avistan and Garund are rough and lawless places. {@condition Controlled} by no nation, the Arcadian Ocean teems with pirates and raiders, from the Free Captains of the Shackles to the dragon-headed longships of the Linnorm Kings. Since gaining control of both sides of the Arch of Aroden\u2014the massive ruined bridge across the Hespereth Strait between Avistan and Garund\u2014Cheliax's navy has limited these brigands' access to the Inner Sea, yet that by no means makes the seas safe. Okeno's yellow-sailed slave galleys engage in a perpetual and bloody game of cat-and-mouse with Andoran's abolitionist Gray Corsairs, and plenty of other homegrown threats hunt the depths. Yet despite the danger, the waterways of the Inner Sea region are crucial to trade. Merchant fleets of all sorts travel its sea lanes, carrying goods and travelers between neighboring nations or setting off for the far side of the globe.", - "Most nations with a coastline have some sort of navy, but a few stand out as particularly noteworthy. Constantly at each other's throats, Andoran and Cheliax have the two largest fleets, their warships forever harassing each other but keeping just short of actions that would tip them into outright war. Once an equally formidable power, Taldor's navy is only recently being built up again after dwindling for several decades, though it still runs a legendary shipyard that can build a warship in a single week. Absalom maintains a significant fleet, aided by gillmen and the unique hippocampus-mounted cavalry called Wave Riders. As the most valuable port in the Inner Sea, Absalom has been forced to call on its navy many times to maintain its independence, yet it follows the lead of most other nations and restricts itself to strictly defensive operations. Fleets on the Arcadian Ocean tend to be much smaller, with the Free Captains dominating the southern waters and Cheliax guarding the northern ones, though nations like Rahadoum and even individual cities like Magnimar and Korvosa need to maintain significant defenses against ocean-going raiders and the plethora of monstrous threats lurking beneath the waves.", - "Since the demise of Azlant during Earthfall, crossing the Arcadian Ocean has been considered madness by many Inner Sea residents, with Arcadia itself a half-believed legend. Tales of bold adventurers raiding the shattered isles of Azlant for the fantastic treasures lingering in its half-drowned ruins have been staples of storytellers since Aroden first led survivors to the mainland. In recent years, news of state-sponsored overseas colonies have begun capturing popular imagination.", - "Still, for most sailors in the region, the Arcadian Ocean might as well represent the western edge of the world. The vast majority of traders never leave sight of land\u2014and those who do are often persuaded of their folly by merfolk, sea devils, brine dragons, and other predators of the deep ocean." - ] - }, - { - "type": "pf2-h2", - "source": "LOWG", - "page": 62, - "name": "Azlanti Ruins", - "entries": [ - "Inner Sea legends often place any sufficiently marvelous location in the ruins of Azlant, and the truth is that even after millennia of degradation, the actual sites uncovered by explorers are every bit as magical as their legends. Much of the Inner Sea region's initial knowledge of the lost empire came from famed Pathfinder Durvin Gest. Delving into an Azlanti sea stack temple called the House of Aeons, he discovered not just a vast trove of magical {@i aeon stones} but a giant metal book called the {@i Infalabulum }that described many of the empire's wonders and their locations, guiding both Gest's future explorations and those of the Pathfinder Society.", - "The most marvelous of Azlant's ruins is its former capital, the City of Golden Gates.", - "Said to be literally the perfect city, granted by {@deity Abadar} as an example to the Material Plane, the hillside metropolis was destroyed by a direct strike during Earthfall; its Imperial Palace and Throne of Glass shattered, and much of the city sank beneath the waves. Today, the underwater portions of its ruins are guarded by jealous alghollthus\u2014 the intelligent ichthyoid monsters who rule the deeps\u2014while dragons and formerly bound demons stalk the dry portions.", - "One of the few cities to survive Earthfall\u2014after a fashion\u2014is Acrolan, the first of the Seven Secret Cities crafted as havens for the psychic Ascended Adepts.", + "items": [ { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 62, - "name": "TIMELINE", - "entries": [ - "\u20135293 ar Earthfall. Azlant is destroyed.", - "The ruins of Azlant remain in the central Arcadian Ocean.", - "2559 ar {@condition Fleeing} the Oath Wars, the Red Mantis leaves Rahadoum and settles Mediogalti Island.", - "4111 ar Explorers from Cheliax first reach the Shackles.", - "4137 ar Cheliax gains control of both sides of the Arch of Aroden.", - "4138 ar Chelish settlers found the port colony of Sargava.", - "4552 ar Mengkare founds Hermea.", - "4606 ar The Eye of Abendego forms, wracking Garund's western coast and drowning the nations of Lirgen and Yamasa.", - "4643 ar Paid by Baron Grallus, various Free Captains fend off the Chelish fleet, establishing Sargava's independence.", - "4674 ar The pirates of the Shackles officially unite under the Hurricane King.", - "4712 ar The Shackles fends off the Chelish Navy's most recent invasion attempt. Tessa Fairwind becomes the new Hurricane Queen, taking the title from former Hurricane King Kerdak Bonefist.", - "4713 ar In the north, the lost Isle of Xin rises from the waters off Varisia's coast; the resulting tsunami causes damage as far away as Hermea.", - "4715 ar Indigenous Mwangi overthrow Sargava's colonial government and end the nation's arrangement with the Free Captains. Free Captains begin raiding the formerly allied ports.", - "4716 ar Emboldened by their defeat of the Chelish Navy in 4712 and by Cheliax's civil war with Ravounel, pirates from the Shackles plunder the port of Corentyn.", - "4717 ar Andoren settlers establish the colony of Talmandor's Bounty on the island of Ancorato in the ruins of Azlant." - ] + "type": "item", + "name": "Nations", + "entry": "Hermea, Mediogalti Island, The Shackles, Mordant Spire" }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 63, - "name": "IRIM" + "type": "item", + "name": "Peoples", + "entry": "All" }, - "Though Acrolan's towers and palaces of colored glass were smashed, the secret truth is that the ruined land was only ever a monument to the real city, which lies behind it on the Ethereal Plane. Warped into hateful wraiths by the trauma of their civilization's end, the Ascended Adepts who once populated Acrolan still wait within the {@condition broken} temples for those who can pass the tests to ascend to the true city and battle its masters for their vast wealth.", - "The temple-city of Bilith-Vel is ruled by the undead monstrosity Rezallian, a lunar dragon who was horrifically warped by the death of his liege Acavna, the Azlanti goddess of the moon and battle. Acavna's death during Earthfall left Rezallian to oversee the dregs of the city's population: Azlanti degenerated into morlocks or risen as draugr, and giant, tentacled flatworms from the far side of the moon. Bilith-Vel's towers and statues to the dead goddess are sunk halfway under the waves but are still connected by soaring bridges.", - "Yet not all of Azlant's most notable sites are haunted by survivors. Aroden's Rock was one of Azlant's tallest mountains prior to Earthfall, when it was reshaped into a mere island; there, Aroden and his followers built ships to sail east and start a new civilization. Today, the island teems with the murderous fey who opposed Aroden then, ruled by Ugurskogg, a terrifying entity from the planet's earliest days. And unmarked on any map, the fabled Towers of Heaven that were once Azlant's secret route to reaching the stars still stand dry in their salt-flat desert, guarded by a mu spore who hopes to harness their power to return home to a distant world." + { + "type": "item", + "name": "Languages", + "entry": "{@language Azlanti|lowg}, {@language Common}, {@language Elven}, {@language Hallit}, {@language Infernal}, {@language Mwangi}, {@language Skald}" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@organization Firebrands}, Free Captains, Red Mantis" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Achaekek|logm}, {@deity Besmara|logm}, {@deity Calistria}, {@deity Cayden Cailean}, {@deity Gozreh}, {@deity Norgorber}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Luxury Goods, Magic Items, Mercenaries, Seafood, Ships, Spices/Salt" + } ] }, { - "type": "pf2-h2", + "type": "pf2-sidebar", "source": "LOWG", - "page": 63, - "name": "Eye of Abendego", - "entries": [ - "Aroden's death in 4606 ar wracked Golarion physically and culturally, yet perhaps no evidence of his passing is so great as the massive, terrifying storm that sprang up in the Abendego Gulf. Now a stationary, seemingly permanent hurricane, the Eye of Abendego lashed Garund's western coast, drowning the nations of Lirgen and Yamasa and creating the flooded wastes known today as the Sodden Lands.", - { - "type": "pf2-sidebar", + "page": 62, + "name": "TIMELINE", + "entries": [ + "{@bold \u22125293 AR} Earthfall. Azlant is destroyed. The ruins of Azlant remain in the central Arcadian Ocean.", + "{@bold 2559 AR} Fleeing the Oath Wars, the Red Mantis leaves Rahadoum and settles Mediogalti Island.", + "{@bold 4111 AR} Explorers from Cheliax first reach the Shackles.", + "{@bold 4137 AR} Cheliax gains control of both sides of the Arch of Aroden.", + "{@bold 4138 AR} Chelish settlers found the port colony of Sargava.", + "{@bold 4552 AR} Mengkare founds Hermea.", + "{@bold 4606 AR} The Eye of Abendego forms, wracking Garund's western coast and drowning the nations of Lirgen and Yamasa.", + "{@bold 4643 AR} Paid by Baron Grallus, various Free Captains fend off the Chelish fleet, establishing Sargava's independence.", + "{@bold 4674 AR} The pirates of the Shackles officially unite under the Hurricane King.", + "{@bold 4712 AR} The Shackles fends off the Chelish Navy's most recent invasion attempt. Tessa Fairwind becomes the new Hurricane Queen, taking the title from former Hurricane King Kerdak Bonefist.", + "{@bold 4713 AR} In the north, the lost Isle of Xin rises from the waters off Varisia's coast; the resulting tsunami causes damage as far away as Hermea.", + "{@bold 4715 AR} Indigenous Mwangi overthrow Sargava's colonial government and end the nation's arrangement with the Free Captains. Free Captains begin raiding the formerly allied ports.", + "{@bold 4716 AR} Emboldened by their defeat of the Chelish Navy in 4712 and by Cheliax's civil war with Ravounel, pirates from the Shackles plunder the port of Corentyn.", + "{@bold 4717 AR} Andoren settlers establish the colony of Talmandor's Bounty on the island of Ancorato in the ruins of Azlant.", + { + "type": "pf2-title", "source": "LOWG", "page": 63, - "name": "BLACK PEARL AEON STONE", - "entries": [ - "The treasure troves of Azlant are full This black pearl sparkles with light.", - "receive a +4 status bonus to your saving throw against the triggering effect.", - "Whether or not your save is successful, check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature's own relevant statistics but controlling the effect as if you had cast it.", - "failure, the stone shatters and loses its magical properties forever.", - "The resonant power allows you to cast." + "name": "BLACK PEARL AEON STONE" + }, + "The treasure troves of Azlant are full of magical aeon stones like this one. For full rules on using aeon stones, see page 604 of the Pathfinder Core Rulebook.", + { + "type": "list", + "items": [ + "{@item Black Pearl Aeon Stone|lowg}" ] }, - "While the timing of its appearance clearly ties it to the death of humanity's patron god, scholars still know little about the magic that powers it or what keeps it tethered in place. {@spell Scrying} spells reveal a calm central eye clogged thick with flotsam ranging from the minuscule to entire floating structures, yet expeditions attempting to investigate in person invariably find themselves beset by air elementals, undead, and sea monsters.", - "Still, the danger and mystery of the storm haven't prevented neighboring cultures from finding ways to make use of it. For the pirates of the Shackles, the hurricane's winds serve as a natural defense against the navies of the north. It also serves as a barrier restricting sea lanes and forcing vulnerable traders looking for sea access to the Mwangi Expanse to come right past the pirates' isles. Most Free Captains learn to use the endless storm to their advantage, darting out of its squalls to take their prey unaware before disappearing back into the storm, stymieing any pursuit. The pirate lords even host an annual race through the hurricane's edges\u2014 the Free Captain's Regatta\u2014with the winner awarded an island and a seat on the Pirate Council. Similarly, the Red Mantis of Mediogalti Island use the storm's wrath as a convenient buffer against invasion by other nations. Amid the storm's wrack and beneath its waves, bloodthirsty adaros, sea devils, and krakens hunt for hapless victims and wayward treasure. And on the mainland, the boggard tribes of the Sodden Lands worship the storm as a manifestation of Rovagug." - ] - }, - { - "type": "pf2-h2", - "source": "LOWG", - "page": 64, - "name": "Hermea", - "entries": [ - "A dragon-ruled civilization in the Steaming Sea, Hermea is the topic of legends and rumors among children and adults alike across the Inner Sea region. For centuries, the gold dragon Mengkare watched humanity bicker and constantly refuse to rise above their baser nature to realize their full potential. Yet while other metallic dragons largely dismissed humanity, Mengkare remained impressed by human resilience and resourcefulness, becoming convinced that\u2014with a little guidance\u2014they might one day become the civilization that would bring peace and prosperity to the planet for good. At last seeing a cause noble enough to dedicate his life to, he immediately relocated to an empty island in the southern Steaming Sea and used the wealth of his vast hoard to found Hermea, a nation dedicated to his vision of perfecting humanity.", - "Dubbed the Glorious Endeavor, Mengkare's campaign is shrouded in mystery.", - "Under his command, covert scouts travel the world seeking out humans who are paragons of both intelligence and physical prowess, often tracking them for years before issuing the handful of invitations Mengkare authorizes each year. Those who accept are transported to Hermea and presented with the Contract of Citizenship, in which the chosen agree to cede their free will and be bound by Mengkare's enlightened judgment forever. All former nationalities and allegiances must be renounced, including even organized religion. In exchange, recipients are promised permanent access to Hermea's extensive resources and a life of perpetual comfort while they pursue their passions in a closed society of brilliant and beautiful peers.", - "According to residents, life in Hermea is dedicated to fulfilling one's potential, whether that be through magic or art, combat or science. While the island hosts some startlingly efficient agricultural projects, its economy is powered primarily by the sale of its crafts and expertise to outside nations. The harbor of the nation's only city, Promise, bustles with traders and scholars. All business is conducted on the docks, as few outsiders are allowed within the city's high sandstone walls. The state takes most of the funds earned in this manner, but Hermea's citizens have no worries for money\u2014each may requisition whatever they require, for a poet who dedicates himself to the perfect sonnet is just as valued by Hermean society as a wizard who crafts magical artifacts or a warrior who hires herself out to slay monsters in far-off kingdoms. Hermea's population is almost entirely human, though Mengkare sometimes brings in exceptional members of other ancestries to teach at the island's many universities, especially if they might add beneficial traits to the gene pool.", - "Of course, while many residents of the Inner Sea region long for such a life of.", { - "type": "pf2-sidebar", + "type": "pf2-title", "source": "LOWG", "page": 64, - "name": "AMARANTHINE COUNCIL", + "name": "NOTABLE FIGURES" + }, + "The following are key public figures in the region.", + { + "type": "entries", "entries": [ + "{@bold AMARANTHINE COUNCIL}", "The leaders of the Mordant Spire are mysterious and secretive even with their own people, issuing cryptic orders that their followers must puzzle out." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 64, - "name": "BLOOD MISTRESS JAKALYN", + "type": "entries", "entries": [ - "The head of the Red Mantis and the high priest of {@deity Achaekek|LOGM} on Golarion, Jakalyn uses both wit and force to control the organization's ruling council." + "{@bold HURRICANE QUEEN TESSA FAIRWIND}", + "Wildly popular with ordinary pirates, the new Hurricane Queen nevertheless makes some of the other Free Captains nervous with her recklessness." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 64, - "name": "NOTABLE FIGURES", + "type": "entries", "entries": [ - "The following are key public figures in the region." + "{@bold BLOOD MISTRESS JAKALYN}", + "The head of the Red Mantis and the high priest of Achaekek on Golarion, Jakalyn uses both wit and force to control the organization's ruling council." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 64, - "name": "MENGKARE", + "type": "entries", "entries": [ + "{@bold MENGKARE}", "An extremely old gold dragon, Mengkare freely offers both his hoard and his wisdom to the citizens of Hermea who submit to his rule." ] }, { - "type": "pf2-sidebar", + "type": "pf2-title", "source": "LOWG", - "page": 64, - "name": "HURRICANE QUEEN TESSA FAIRWIND", - "entries": [ - "Wildly popular with ordinary pirates, the new Hurricane Queen nevertheless makes some of the other Free Captains nervous with her recklessness." - ] + "page": 65, + "name": "ACHAEKEK" }, + "He Who Walks in Blood takes the form of a giant mantis and is the patron god of assassins, especially the Red Mantis. Created by other gods as an implement of retribution against mortals who might challenge divine authority, Achaekek kills with professional detachment and encourages his followers to do the same. He refuses to kill other gods, however, and thus forbids his followers from killing mortal monarchs, seeing them as divinely appointed to their roles.", { - "type": "pf2-sidebar", + "type": "pf2-title", "source": "LOWG", "page": 65, - "name": "CRIMSON CITADEL" + "name": "BESMARA" }, - "prestige and luxury, not everyone sees Mengkare's experiment as noble. For many, the idea of a human breeding experiment is abhorrent no matter the goal, and asking someone to sign away their personal autonomy is akin to indenturing them. Yet proponents are quick to point to the arranged marriages common in many cultures and assert that the Hermean government is simply formalizing the practice. These advocates further claim that although Mengkare wields absolute power, he honors the intelligence and independence of his subjects and takes their preferences and happiness into account. While the presence of two draconic viziers who help oversee his mission earns some rumblings of resentment, Mengkare still defers to the 13 elected officials of the Council of Enlightenment for most governmental decisions.", - "The greatest strain in Hermean society centers around the issue of family: while Hermea-born children are given every advantage, those who don't show sufficient potential for Mengkare's standards of greatness when they undergo the Assessment at age 16 are banished to the mainland, never to return. Known grounds for banishment include merely average intelligence, lack of life goals, mental illness of any kind, physical impairments, and disruptive behavior; in other instances, the reason is a mystery to both the unfortunate exiles and their families." - ] - }, - { - "type": "pf2-h2", - "source": "LOWG", - "page": 65, - "name": "Mediogalti Island", - "entries": [ - "The largest landmass off the western coast of Garund, Mediogalti Island seems at first glance a wild place, made even more perilous by its residents. In its misty jungles, monkey goblins and kobolds hunt\u2014or hide from\u2014ferocious dinosaurs and ruthless lizardfolk, while pirates of all stripes carouse in the deepwater port of Ilizmagorti.", - "Yet beneath the surface chaos, the island is in fact a tightly {@condition controlled} nation run by one of the most feared organizations on Golarion: the Red Mantis assassins.", - "Following a vision from their murderous god {@deity Achaekek|LOGM}, the Red Mantis fled the Oath Wars in Rahadoum and settled the island in 2559 ar. They quickly began construction on a new headquarters, the Crimson Citadel, deep in the verdant mountains of the island's interior. After it was finally completed nearly 4 decades later, the cult turned its attention to converting the existing pirate town of Ilizmagorti on the island's northern shore into a haven for criminals and fugitives, the better to host those looking to contact the assassins with job offers. Though the Red Mantis has little interest in directly governing the affairs of locals, it officially owns all establishments on the island, with proprietors paying for the privilege of operating them. The city's constantly shifting population of thieves and scoundrels remains astonishingly polite due to the well-known fact that most members of the Red Mantis live covertly among the city's residents, so any bartender or shopkeeper could be a highly skilled assassin in disguise.", - "The Red Mantis itself is a mysterious organization, though its agents, when active, are instantly recognizable by their black-and-red armor, mantis-like helmets, and sawtooth sabers. The assassins' fame comes not just from their incredible reliability, but from the fact that they ensure their clients stay dead, preventing any chance of resurrection.", - "Their fees vary widely, and.", + "The freewheeling Pirate Queen is the goddess of buccaneers, privateers, sea monsters, and all those who ply the waves to take their fortune by force. She encourages her worshippers to defy laws and customs that hold them back from what they desire, yet she demands that they follow the pirate's code\u2014once signed on with a ship, they must remain loyal to their captains and crews until they reach port.", { - "type": "pf2-sidebar", + "type": "pf2-title", "source": "LOWG", - "page": 65, - "name": "ACHAEKEK", - "entries": [ - "He Who Walks in Blood takes the form of a giant mantis and is the patron god of assassins, especially the Red Mantis.", - "Created by other gods as an implement of retribution against mortals who might challenge divine authority, {@deity Achaekek|LOGM} kills with professional detachment and encourages his followers to do the same.", - "He refuses to kill other gods, however, and thus forbids his followers from killing mortal monarchs, seeing them as divinely appointed to their roles." - ] + "page": 66, + "name": "RELATIONS" }, + "Relations among the nations of the high seas are tense, to put it mildly. The Free Captains are never more than a wrong word away from knifing each other, and they are even less generous toward outsiders. As for the Red Mantis, only the truly desperate seek dealings with them. And though they are not xenophobic like the Mordant Spire elves, Hermeans still keep to themselves on their island. Plenty of people from the mainland admire them and seek them out for their impressive abilities, but many more consider them hopelessly arrogant, if not downright immoral for their pride in their carefully orchestrated bloodlines and eugenics practices.", { - "type": "pf2-sidebar", + "type": "pf2-title", "source": "LOWG", - "page": 65, - "name": "BESMARA", - "entries": [ - "The freewheeling Pirate Queen is the goddess of buccaneers, privateers, sea monsters, and all those who ply the waves to take their fortune by force.", - "She encourages her worshippers to defy laws and customs that hold them back from what they desire, yet she demands that they follow the pirate's code\u2014once signed on with a ship, they must remain loyal to their captains and crews until they reach port." - ] + "page": 66, + "name": "ECONOMICS" }, + "While the Inner Sea bustles with trade, many of the island nations of the Arcadian Ocean are often more interested in taking what they need. Only the bravest merchants do business in the pirate ports of the Shackles, and given the locals' tendency to pay with a blade, many such merchant ships are as loaded down with mercenaries as the pirate vessels themselves. Mediogalti is only slightly more orderly, yet both still see plenty of business, as pirates are notoriously free in spending their ill-gotten loot. Hermea is forced to import most raw materials but turns a significant profit through the export of ingenious inventions, magical innovations, and mercenary experts. Meanwhile, the Mordant Spire elves pride themselves on remaining totally self-sufficient.", { - "type": "pf2-sidebar", + "type": "pf2-title", "source": "LOWG", - "page": 66, - "name": "MORDANT SPIRE" + "page": 67, + "name": "ADVENTURING UNDER THE SEA" }, - "while nonnegotiable, are largely symbolic\u2014for the Red Mantis, assassination is a form of worship. All targets are valid apart from rightfully placed rulers of nations; these are exempted by divine law. Rank-and-file agents are self-organized into cells to fulfill various contracts, but all pay deference to the Blood Mistress, who acts as the undisputed voice of {@deity Achaekek|LOGM}, and to her Vernai (or \"High Killers\"), a cabal of mostly female assassin lords.", - "Only Red Mantis members know the exact location of the Crimson Citadel\u2014 would-be clients who seek the cult's attention instead typically advertise their desires in Ilizmagorti. Yet rumors of the stronghold's wonders and horrors are still whispered in bars and throne rooms across Golarion. The lower levels, called the Ruby Halls to evoke walls stained with blood, are the cult's training center, stocked with deadly beasts and traps. The central levels, called the Honeyed Gardens, make up a pleasure palace where the assassins celebrate successful jobs with every vice imaginable, relaxing in the spray of a waterfall of fresh blood. The fortress's towers, called the Lavish Heart, house the cult's leadership, while a {@condition hidden} sanctum called the Iron Heart holds the Sarzari Library, said to be an impressive collection of ancient knowledge accessible only by the Blood Mistress herself." + "These items are useful beneath the waves.", + { + "type": "list", + "items": [ + "{@item Jellyfish Lamp|lowg}", + "{@item Swim Fins|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 62, + "name": "High Seas", + "entries": [ + "The seas surrounding Avistan and Garund are rough and lawless places. Controlled by no nation, the Arcadian Ocean teems with pirates and raiders, from the Free Captains of the Shackles to the dragon-headed longships of the Linnorm Kings. Since gaining control of both sides of the Arch of Aroden\u2014the massive ruined bridge across the Hespereth Strait between Avistan and Garund\u2014Cheliax's navy has limited these brigands' access to the Inner Sea, yet that by no means makes the seas safe. Okeno's yellow-sailed slave galleys engage in a perpetual and bloody game of cat-and-mouse with Andoran's abolitionist Gray Corsairs, and plenty of other homegrown threats hunt the depths. Yet despite the danger, the waterways of the Inner Sea region are crucial to trade. Merchant fleets of all sorts travel its sea lanes, carrying goods and travelers between neighboring nations or setting off for the far side of the globe.", + "Most nations with a coastline have some sort of navy, but a few stand out as particularly noteworthy. Constantly at each other's throats, Andoran and Cheliax have the two largest fleets, their warships forever harassing each other but keeping just short of actions that would tip them into outright war. Once an equally formidable power, Taldor's navy is only recently being built up again after dwindling for several decades, though it still runs a legendary shipyard that can build a warship in a single week. Absalom maintains a significant fleet, aided by gillmen and the unique hippocampus-mounted cavalry called Wave Riders. As the most valuable port in the Inner Sea, Absalom has been forced to call on its navy many times to maintain its independence, yet it follows the lead of most other nations and restricts itself to strictly defensive operations. Fleets on the Arcadian Ocean tend to be much smaller, with the Free Captains dominating the southern waters and Cheliax guarding the northern ones, though nations like Rahadoum and even individual cities like Magnimar and Korvosa need to maintain significant defenses against ocean-going raiders and the plethora of monstrous threats lurking beneath the waves.", + "Since the demise of Azlant during Earthfall, crossing the Arcadian Ocean has been considered madness by many Inner Sea residents, with Arcadia itself a half-believed legend. Tales of bold adventurers raiding the shattered isles of Azlant for the fantastic treasures lingering in its half-drowned ruins have been staples of storytellers since Aroden first led survivors to the mainland. In recent years, news of state-sponsored overseas colonies have begun capturing popular imagination. Still, for most sailors in the region, the Arcadian Ocean might as well represent the western edge of the world. The vast majority of traders never leave sight of land\u2014and those who do are often persuaded of their folly by merfolk, sea devils, brine dragons, and other predators of the deep ocean." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 62, + "name": "Azlanti Ruins", + "entries": [ + "Inner Sea legends often place any sufficiently marvelous location in the ruins of Azlant, and the truth is that even after millennia of degradation, the actual sites uncovered by explorers are every bit as magical as their legends. Much of the Inner Sea region's initial knowledge of the lost empire came from famed Pathfinder Durvin Gest. Delving into an Azlanti sea stack temple called the House of Aeons, he discovered not just a vast trove of magical {@i aeon stones} but a giant metal book called the {@i Infalabulum} that described many of the empire's wonders and their locations, guiding both Gest's future explorations and those of the Pathfinder Society.", + "The most marvelous of Azlant's ruins is its former capital, the City of Golden Gates. Said to be literally the perfect city, granted by Abadar as an example to the Material Plane, the hillside metropolis was destroyed by a direct strike during Earthfall; its Imperial Palace and Throne of Glass shattered, and much of the city sank beneath the waves. Today, the underwater portions of its ruins are guarded by jealous alghollthus\u2014the intelligent ichthyoid monsters who rule the deeps\u2014while dragons and formerly bound demons stalk the dry portions.", + "One of the few cities to survive Earthfall\u2014after a fashion\u2014is Acrolan, the first of the Seven Secret Cities crafted as havens for the psychic Ascended Adepts. Though Acrolan's towers and palaces of colored glass were smashed, the secret truth is that the ruined land was only ever a monument to the real city, which lies behind it on the Ethereal Plane. Warped into hateful wraiths by the trauma of their civilization's end, the Ascended Adepts who once populated Acrolan still wait within the broken temples for those who can pass the tests to ascend to the true city and battle its masters for their vast wealth.", + "The temple-city of Bilith-Vel is ruled by the undead monstrosity Rezallian, a lunar dragon who was horrifically warped by the death of his liege Acavna, the Azlanti goddess of the moon and battle. Acavna's death during Earthfall left Rezallian to oversee the dregs of the city's population: Azlanti degenerated into morlocks or risen as draugr, and giant, tentacled flatworms from the far side of the moon. Bilith-Vel's towers and statues to the dead goddess are sunk halfway under the waves but are still connected by soaring bridges.", + "Yet not all of Azlant's most notable sites are haunted by survivors. Aroden's Rock was one of Azlant's tallest mountains prior to Earthfall, when it was reshaped into a mere island; there, Aroden and his followers built ships to sail east and start a new civilization. Today, the island teems with the murderous fey who opposed Aroden then, ruled by Ugurskogg, a terrifying entity from the planet's earliest days. And unmarked on any map, the fabled Towers of Heaven that were once Azlant's secret route to reaching the stars still stand dry in their salt-flat desert, guarded by a mu spore who hopes to harness their power to return home to a distant world." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 63, + "name": "Eye of Abendego", + "entries": [ + "Aroden's death in 4606 AR wracked Golarion physically and culturally, yet perhaps no evidence of his passing is so great as the massive, terrifying storm that sprang up in the Abendego Gulf. Now a stationary, seemingly permanent hurricane, the Eye of Abendego lashed Garund's western coast, drowning the nations of Lirgen and Yamasa and creating the flooded wastes known today as the Sodden Lands. While the timing of its appearance clearly ties it to the death of humanity's patron god, scholars still know little about the magic that powers it or what keeps it tethered in place. Scrying spells reveal a calm central eye clogged thick with flotsam ranging from the minuscule to entire floating structures, yet expeditions attempting to investigate in person invariably find themselves beset by air elementals, undead, and sea monsters.", + "Still, the danger and mystery of the storm haven't prevented neighboring cultures from finding ways to make use of it. For the pirates of the Shackles, the hurricane's winds serve as a natural defense against the navies of the north. It also serves as a barrier restricting sea lanes and forcing vulnerable traders looking for sea access to the Mwangi Expanse to come right past the pirates' isles. Most Free Captains learn to use the endless storm to their advantage, darting out of its squalls to take their prey unaware before disappearing back into the storm, stymieing any pursuit. The pirate lords even host an annual race through the hurricane's edges\u2014the Free Captain's Regatt\u2014with the winner awarded an island and a seat on the Pirate Council. Similarly, the Red Mantis of Mediogalti Island use the storm's wrath as a convenient buffer against invasion by other nations. Amid the storm's wrack and beneath its waves, bloodthirsty adaros, sea devils, and krakens hunt for hapless victims and wayward treasure. And on the mainland, the boggard tribes of the Sodden Lands worship the storm as a manifestation of Rovagug." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 64, + "name": "Hermea", + "entries": [ + "A dragon-ruled civilization in the Steaming Sea, Hermea is the topic of legends and rumors among children and adults alike across the Inner Sea region. For centuries, the gold dragon Mengkare watched humanity bicker and constantly refuse to rise above their baser nature to realize their full potential. Yet while other metallic dragons largely dismissed humanity, Mengkare remained impressed by human resilience and resourcefulness, becoming convinced that\u2014with a little guidance\u2014they might one day become the civilization that would bring peace and prosperity to the planet for good. At last seeing a cause noble enough to dedicate his life to, he immediately relocated to an empty island in the southern Steaming Sea and used the wealth of his vast hoard to found Hermea, a nation dedicated to his vision of perfecting humanity.", + "Dubbed the Glorious Endeavor, Mengkare's campaign is shrouded in mystery. Under his command, covert scouts travel the world seeking out humans who are paragons of both intelligence and physical prowess, often tracking them for years before issuing the handful of invitations Mengkare authorizes each year. Those who accept are transported to Hermea and presented with the Contract of Citizenship, in which the chosen agree to cede their free will and be bound by Mengkare's enlightened judgment forever. All former nationalities and allegiances must be renounced, including even organized religion. In exchange, recipients are promised permanent access to Hermea's extensive resources and a life of perpetual comfort while they pursue their passions in a closed society of brilliant and beautiful peers.", + "According to residents, life in Hermea is dedicated to fulfilling one's potential, whether that be through magic or art, combat or science. While the island hosts some startlingly efficient agricultural projects, its economy is powered primarily by the sale of its crafts and expertise to outside nations. The harbor of the nation's only city, Promise, bustles with traders and scholars. All business is conducted on the docks, as few outsiders are allowed within the city's high sandstone walls. The state takes most of the funds earned in this manner, but Hermea's citizens have no worries for money\u2014each may requisition whatever they require, for a poet who dedicates himself to the perfect sonnet is just as valued by Hermean society as a wizard who crafts magical artifacts or a warrior who hires herself out to slay monsters in far-off kingdoms. Hermea's population is almost entirely human, though Mengkare sometimes brings in exceptional members of other ancestries to teach at the island's many universities, especially if they might add beneficial traits to the gene pool.", + "Of course, while many residents of the Inner Sea region long for such a life of prestige and luxury, not everyone sees Mengkare's experiment as noble. For many, the idea of a human breeding experiment is abhorrent no matter the goal, and asking someone to sign away their personal autonomy is akin to indenturing them. Yet proponents are quick to point to the arranged marriages common in many cultures and assert that the Hermean government is simply formalizing the practice. These advocates further claim that although Mengkare wields absolute power, he honors the intelligence and independence of his subjects and takes their preferences and happiness into account. While the presence of two draconic viziers who help oversee his mission earns some rumblings of resentment, Mengkare still defers to the 13 elected officials of the Council of Enlightenment for most governmental decisions.", + "The greatest strain in Hermean society centers around the issue of family: while Hermea-born children are given every advantage, those who don't show sufficient potential for Mengkare's standards of greatness when they undergo the Assessment at age 16 are banished to the mainland, never to return. Known grounds for banishment include merely average intelligence, lack of life goals, mental illness of any kind, physical impairments, and disruptive behavior; in other instances, the reason is a mystery to both the unfortunate exiles and their families." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 65, + "name": "Mediogalti Island", + "entries": [ + "The largest landmass off the western coast of Garund, Mediogalti Island seems at first glance a wild place, made even more perilous by its residents. In its misty jungles, monkey goblins and kobolds hunt\u2014or hide from\u2014ferocious dinosaurs and ruthless lizardfolk, while pirates of all stripes carouse in the deepwater port of Ilizmagorti. Yet beneath the surface chaos, the island is in fact a tightly controlled nation run by one of the most feared organizations on Golarion: the Red Mantis assassins.", + "Following a vision from their murderous god Achaekek, the Red Mantis fled the Oath Wars in Rahadoum and settled the island in 2559 AR. They quickly began construction on a new headquarters, the Crimson Citadel, deep in the verdant mountains of the island's interior. After it was finally completed nearly 4 decades later, the cult turned its attention to converting the existing pirate town of Ilizmagorti on the island's northern shore into a haven for criminals and fugitives, the better to host those looking to contact the assassins with job offers. Though the Red Mantis has little interest in directly governing the affairs of locals, it officially owns all establishments on the island, with proprietors paying for the privilege of operating them. The city's constantly shifting population of thieves and scoundrels remains astonishingly polite due to the well-known fact that most members of the Red Mantis live covertly among the city's residents, so any bartender or shopkeeper could be a highly skilled assassin in disguise.", + "The Red Mantis itself is a mysterious organization, though its agents, when active, are instantly recognizable by their black-and-red armor, mantis-like helmets, and sawtooth sabers. The assassins' fame comes not just from their incredible reliability, but from the fact that they ensure their clients stay dead, preventing any chance of resurrection. Their fees vary widely, and while nonnegotiable, are largely symbolic\u2014for the Red Mantis, assassination is a form of worship. All targets are valid apart from rightfully placed rulers of nations; these are exempted by divine law. Rank-and-file agents are self-organized into cells to fulfill various contracts, but all pay deference to the Blood Mistress, who acts as the undisputed voice of Achaekek, and to her Vernai (or \"High Killers\"), a cabal of mostly female assassin lords.", + "Only Red Mantis members know the exact location of the Crimson Citadel\u2014would-be clients who seek the cult's attention instead typically advertise their desires in Ilizmagorti. Yet rumors of the stronghold's wonders and horrors are still whispered in bars and throne rooms across Golarion. The lower levels, called the Ruby Halls to evoke walls stained with blood, are the cult's training center, stocked with deadly beasts and traps. The central levels, called the Honeyed Gardens, make up a pleasure palace where the assassins celebrate successful jobs with every vice imaginable, relaxing in the spray of a waterfall of fresh blood. The fortress's towers, called the Lavish Heart, house the cult's leadership, while a hidden sanctum called the Iron Heart holds the Sarzari Library, said to be an impressive collection of ancient knowledge accessible only by the Blood Mistress herself." ] }, { @@ -1920,19 +2010,7 @@ "entries": [ "Since time beyond memory, Golarion's elves have been at war with the scheming alghollthus. Thus, when the Azlanti first rose to power as servants of the alghollthus' so-called veiled masters, the elves considered the Azlanti enemies as well, and built a magical observatory off their shores to spy on them. These observers were among the first to learn of the alghollthus' plan to bring about Earthfall, and they warned elvenkind to retreat to Sovyrian. When elves returned from Sovyrian millennia later, they found that their former outpost had been crushed by the falling body of Acavna, the Azlanti goddess of the moon and battle, who died trying to defend her people. In its place, a strange tower had grown\u2014one that whispered to them with a goddess's voice.", "In that voice and in the disturbing visions it granted, they found a calling. Now considering themselves the heirs of Azlant, the former observers settled in the tower and cut themselves off from the rest of the world, laying claim to the shattered continent. They guard it both to protect this claim and as defense against humanity ever rediscovering the power\u2014and hubris\u2014of the lost nation and somehow triggering a second Earthfall.", - "After generations of isolation, the elves of the Mordant Spire are few in number and have become secretive and xenophobic, strange even to their former brethren. Often refusing to speak anything but Azlanti, they wear elaborate wooden masks whenever dealing with outsiders, and they often change the subject or stop speaking mid-sentence, cocking their heads as if listening to an inaudible voice.", - "Completely self-sufficient, they live on rocky beaches and floating platforms anchored to the sea floor, tending kelp beds and fish farms. Outsiders are likely to interact with the elves only if they break the Mordant Spire's rules against exploring Azlant's ruins, in which case they find themselves quickly beset by elven warriors who patrol the region in rune-carved vessels that skim the waves faster than any ordinary ship. Captured trespassers have any Azlanti treasures confiscated and their minds wiped with magic.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 66, - "name": "RELATIONS", - "entries": [ - "Relations among the nations of the high seas are tense, to put it mildly. The Free Captains are never more than a wrong word away from knifing each other, and they are even less generous toward outsiders. As for the Red Mantis, only the truly desperate seek dealings with them.", - "And though they are not xenophobic like the Mordant Spire elves, Hermeans still keep to themselves on their island.", - "Plenty of people from the mainland admire them and seek them out for their impressive abilities, but many more consider them hopelessly arrogant, if not downright immoral for their pride in their carefully orchestrated bloodlines and eugenics practices." - ] - }, + "After generations of isolation, the elves of the Mordant Spire are few in number and have become secretive and xenophobic, strange even to their former brethren. Often refusing to speak anything but Azlanti, they wear elaborate wooden masks whenever dealing with outsiders, and they often change the subject or stop speaking mid-sentence, cocking their heads as if listening to an inaudible voice. Completely self-sufficient, they live on rocky beaches and floating platforms anchored to the sea floor, tending kelp beds and fish farms. Outsiders are likely to interact with the elves only if they break the Mordant Spire's rules against exploring Azlant's ruins, in which case they find themselves quickly beset by elven warriors who patrol the region in rune-carved vessels that skim the waves faster than any ordinary ship. Captured trespassers have any Azlanti treasures confiscated and their minds wiped with magic.", "The Mordant Spire elves are highly regimented. The Amaranthine Council rules unconditionally and never leaves the tower; its members are marked by the purple vapor that leaks from their empty eye sockets. Beneath them, the Listeners keep to the Vigilant Halls near the tower's peak, communing with the spirit of the tower and observing Azlant's ruins through magical seawater lenses. When they detect a threat, they dispatch the Mordant Censors, the warriors and spellcasters who make up the bulk of the patrols. Many other specialized roles also exist, including the rare diplomats who warn other nations to stay away and the saboteurs who ensure any serious incursion never gets off the ground. Still, in recent years, some of the elves have begun to grudgingly work with colonists in Azlant to face larger alghollthu threats, and it may be only a matter of time until the Spire's strict traditions change." ] }, @@ -1942,70 +2020,29 @@ "page": 67, "name": "The Shackles", "entries": [ - "When explorers from Cheliax first reached the Shackles in 4111 ar, they found the island chain rife with ruins from the ancient cyclops empire of Ghol-Gan. The remaining walls of these colossal buildings were so densely illustrated with murals of blood-soaked rites and unholy sacrifices that no Chelaxian dared consider these haunted shores suitable for colonization. Yet that same fearsome reputation made it an immediate destination for northern pirates. They flocked to the supposedly cursed islands in droves, settling there in relative safety while launching lucrative raids against merchant ships in the Abendego Gulf.", - "With the appearance of the Eye of Abendego, however, trade along the western coast of Garund greatly decreased, and the pirates were forced to band together to survive. United under the first Hurricane King, the newly named Free Captains of the Shackles became a single fleet, their actions guided by the Pirate Council\u2014pirate lords powerful enough to each control one of the archipelago's major ports. In addition to its usual raiding, the new fleet sold its services to Sargava, promising to secure the colony's independence from Cheliax in exchange for tribute.", - "Though the overthrow of Sargava's colonial government eventually ended the agreement, it lasted long enough for the pirate government to fully establish itself, and the buccaneer federation has to date managed to weather several invasions by fleets from Cheliax and Rahadoum. Today, under the rule of Hurricane Queen Tessa Fairwind, the pirates of the Shackles are bolder than ever before, raiding all along the western coasts of Avistan and Garund.", + "When explorers from Cheliax first reached the Shackles in 4111 AR, they found the island chain rife with ruins from the ancient cyclops empire of Ghol-Gan. The remaining walls of these colossal buildings were so densely illustrated with murals of blood-soaked rites and unholy sacrifices that no Chelaxian dared consider these haunted shores suitable for colonization. Yet that same fearsome reputation made it an immediate destination for northern pirates. They flocked to the supposedly cursed islands in droves, settling there in relative safety while launching lucrative raids against merchant ships in the Abendego Gulf.When explorers from Cheliax first reached the Shackles in 4111 AR, they found the island chain rife with ruins from the ancient cyclops empire of Ghol-Gan. The remaining walls of these colossal buildings were so densely illustrated with murals of blood-soaked rites and unholy sacrifices that no Chelaxian dared consider these haunted shores suitable for colonization. Yet that same fearsome reputation made it an immediate destination for northern pirates. They flocked to the supposedly cursed islands in droves, settling there in relative safety while launching lucrative raids against merchant ships in the Abendego Gulf.", + "With the appearance of the Eye of Abendego, however, trade along the western coast of Garund greatly decreased, and the pirates were forced to band together to survive. United under the first Hurricane King, the newly named Free Captains of the Shackles became a single fleet, their actions guided by the Pirate Council\u2014pirate lords powerful enough to each control one of the archipelago's major ports. In addition to its usual raiding, the new fleet sold its services to Sargava, promising to secure the colony's independence from Cheliax in exchange for tribute. Though the overthrow of Sargava's colonial government eventually ended the agreement, it lasted long enough for the pirate government to fully establish itself, and the buccaneer federation has to date managed to weather several invasions by fleets from Cheliax and Rahadoum. Today, under the rule of Hurricane Queen Tessa Fairwind, the pirates of the Shackles are bolder than ever before, raiding all along the western coasts of Avistan and Garund.", "The Shackles themselves are as chaotic as one might expect, with each port having its own laws and customs enforced absolutely by its pirate lord. By far the largest is Port Peril, situated on the mainland and guarded by the cannons of Fort Hazard on the cliffs overlooking Jeopardy Bay. In its narrow streets, fugitives cut deals with addicts and unscrupulous merchants, happily ignored by the pirates who run the town. Adventurers sometimes stop in the port before heading into the Terwa Uplands in search of legendary sites like the Temple of the Ravenous Moon\u2014or down into the sea caves beneath the city, where fortunes in pirate gold are said to be stashed away.", - "Yet the nation's de facto capital is only one port of many. For most outsiders, the port of Quent is the most welcoming, with the Calistrian-run House of Stolen Kisses brokering companionship and information. Hell Harbor's imp-filled sky and Chelish affectations offer a taste of the north, run by disgraced Chelish ex-admiral Arronax Endymion. For those who enjoy living on the edge, Widowmaker Island offers all manner of gambling.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 67, - "name": "ECONOMICS", - "entries": [ - "While the Inner Sea bustles with trade, many of the island nations of the Arcadian Ocean are often more interested in taking what they need.", - "Only the bravest merchants do business in the pirate ports of the Shackles, and given the locals' tendency to pay with a blade, many such merchant ships are as loaded down with mercenaries as the pirate vessels themselves. Mediogalti is only slightly more orderly, yet both still see plenty of business, as pirates are notoriously free in spending their ill-gotten loot. Hermea is forced to import most raw materials but turns a significant profit through the export of ingenious inventions, magical innovations, and mercenary experts. Meanwhile, the Mordant Spire elves pride themselves on remaining totally self-sufficient." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 68, - "name": "TENGU JINX EATER" - }, - "and blood sports\u2014including mock naval battles in a monster-infested lake. Less welcoming to outsiders are captains like the Master of Gales, the druid who rules the driftwood shanties of Drenchport, or Avimar Sorrinash, whose werewolf crew hunts his own port city of Ollo when the moon is full.", + "Yet the nation's de facto capital is only one port of many. For most outsiders, the port of Quent is the most welcoming, with the Calistrian-run House of Stolen Kisses brokering companionship and information. Hell Harbor's imp-filled sky and Chelish affectations offer a taste of the north, run by disgraced Chelish ex-admiral Arronax Endymion. For those who enjoy living on the edge, Widowmaker Island offers all manner of gambling and blood sports\u2014including mock naval battles in a monster-infested lake. Less welcoming to outsiders are captains like the Master of Gales, the druid who rules the driftwood shanties of Drenchport, or Avimar Sorrinash, whose werewolf crew hunts his own port city of Ollo when the moon is full.", "Brigands of all kinds can make a home in the Shackles, but half-elves, half-orcs, and humans of all ethnicities are most common, along with the bird-headed tengus whom local sailors consider a sign of good luck. Outside the few settled ports, however, inhabitants quickly grow more monstrous, with sea devils and locathahs claiming the waters, lizardfolk Terwa Lords raiding from the north, and water nagas hunting the mainland along the Slithering Coast. Yet despite the danger, scoundrels and fortune-seekers of all nations continue to flock to the Shackles, seeking opportunity, hideouts, or possibly relics of the powerful sorceries that brought down the cyclopes' empire." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 68, - "name": "Undersea Realms", - "entries": [ - "The waterways of the Inner Sea region are more heavily populated below than they are above. Entire cultures lurk beneath the waves, often unknown to their coastal neighbors until they emerge from the water to trade\u2014or to drag prisoners back to the briny deep. Merfolk are quick to punish those who trespass across their {@condition invisible} borders, while sadistic goblinoid grindylows and clever sea hags love to wreak havoc on coastal settlements. Other aquatic cultures are more cooperative; for example, it's not uncommon for curious locathahs\u2014fish-like humanoids\u2014to trade with ships or act as guides through dangerous waters. Tentacled cecaelias often act as nomadic mercenaries or traders, traveling from port to port leading pack rays loaded with salvage from the depths. And there's plenty of such salvage to be found\u2014thanks to the devastation of Earthfall, the floor of the Inner Sea is littered with the drowned ruins of elven and serpentfolk cities as well as countless shipwrecks.", - "South toward Jalmeray, the waters quickly grow more dangerous, with creatures like the eel-like iku-tursos capturing whole ship crews for the undersea slave trade.", - "The sea where the Arcadian Ocean meets Avistan and Garund is often thought of as two separate bodies. In the north, the Steaming Sea\u2014so named for the fog that rises off its frigid waters\u2014makes for a perilous home. While coastal Varisians and the Ulfen of the Ironbound Archipelago rely on the sea for survival, all know that its freezing waves can kill as quickly as the krakens, skum, and ravenous sea devils that plague ships venturing too far from their sheltering islands. In the south, the Fever Sea is warmer, but just as dangerous. For every {@condition friendly} undersea group, like kraken-hunting squadrons of tritons, there are creatures like the storm-worshipping adaros who sacrifice prisoners to the Eye of Abendego. Still, the tropical waters are often worth risking, and magical salvage divers operating out of Vidrian and the Kaava Lands do a brisk business in artifacts and treasure pulled from sunken fleets or from the swampy apocalypse of the Sodden Lands.", - "The following are a few notable undersea settlements in the region.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 68, - "name": "ADVENTURING UNDER THE SEA", - "entries": [ - "This item is useful beneath the waves.", - "These bioluminescent jellyfish are as bright as candles, come in a variety of colors, and can act as living lanterns. They dry up and die if removed from the water for more than 1 hour, but as long as they're allowed access to seawater, they can usually survive for up to 1 year by feeding on micronutrients.", - "Rarely, a well-treated jellyfish lamp might live longer and potentially develop stronger light or additional abilities." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 69, - "name": "VEILED MASTER THE FLOAT ADVENTURING UNDER THE SEA", - "entries": [ - "This item is useful beneath the waves.", - "These flippers attach to your feet like tight shoes\u2014donning or removing them requires three {@action Interact} actions. While worn, you gain a +5-foot item bonus to the distance you move when rolling {@skill Athletics} to {@action Swim}, not when using a swim Speed, and you take a \u201310-foot item penalty to your Speed." - ] - }, + "page": 68, + "name": "Undersea Realms", + "entries": [ + "The waterways of the Inner Sea region are more heavily populated below than they are above. Entire cultures lurk beneath the waves, often unknown to their coastal neighbors until they emerge from the water to trade\u2014or to drag prisoners back to the briny deep. Merfolk are quick to punish those who trespass across their invisible borders, while sadistic goblinoid grindylows and clever sea hags love to wreak havoc on coastal settlements. Other aquatic cultures are more cooperative; for example, it's not uncommon for curious locathahs\u2014fish-like humanoids\u2014to trade with ships or act as guides through dangerous waters. Tentacled cecaelias often act as nomadic mercenaries or traders, traveling from port to port leading pack rays loaded with salvage from the depths. And there's plenty of such salvage to be found\u2014thanks to the devastation of Earthfall, the floor of the Inner Sea is littered with the drowned ruins of elven and serpentfolk cities as well as countless shipwrecks. South toward Jalmeray, the waters quickly grow more dangerous, with creatures like the eel-like iku-tursos capturing whole ship crews for the undersea slave trade.", + "The sea where the Arcadian Ocean meets Avistan and Garund is often thought of as two separate bodies. In the north, the Steaming Sea\u2014so named for the fog that rises off its frigid waters\u2014makes for a perilous home. While coastal Varisians and the Ulfen of the Ironbound Archipelago rely on the sea for survival, all know that its freezing waves can kill as quickly as the krakens, skum, and ravenous sea devils that plague ships venturing too far from their sheltering islands. In the south, the Fever Sea is warmer, but just as dangerous. For every friendly undersea group, like kraken-hunting squadrons of tritons, there are creatures like the storm-worshipping adaros who sacrifice prisoners to the Eye of Abendego. Still, the tropical waters are often worth risking, and magical salvage divers operating out of Vidrian and the Kaava Lands do a brisk business in artifacts and treasure pulled from sunken fleets or from the swampy apocalypse of the Sodden Lands.", + "The following are a few notable undersea settlements in the region.", { "type": "pf2-h3", "source": "LOWG", "page": 69, "name": "Gholinom, the Passage Outward", "entries": [ - "Since the beginning of history, the eerie alghollthus have worked in secret beneath the waves, weaving plots that other creatures often find impenetrable\u2014at least until it's too late to stop them. Only one thing is clear to all: that any undertaking large enough to gather a city of naturally independent alghollthus together must have disastrous consequences for others. So it is in Gholinom, deep in an ocean trench west of Rahadoum. As much a factory as a city, its mountainous, twisting towers have stood atop volcanic vents for millennia, gathering magical and geothermic power that crackles in magenta rings around them as black smoke billows from their tips. Conduits of stone and skymetal weave through the palaces and laboratories of the many-eyed masterminds and their terrified slave-scholars, all leading to a vast circular gate at the city's heart. Dubbed the Passage Outward, this gateway consists of four concentric rings, each rotating in an opposing direction from those around it and made of a different skymetal\u2014abysium, djezet, orichalcum, and inubrix.", - "This gateway has never opened, yet those slaves most trusted (or burdened) with knowledge of the gate suggest that it's intended to open onto a realm beyond space and time that their masters refer to as the Final Sea. The entire project was secret until just recently, when Professor Karnvale Havillip, a halfling venture-captain thought lost in a shipwreck years ago, returned to the Grand Lodge in Absalom bearing a harrowing tale of escape and a warning that, after ages of preparation, the Passage Outward may be about to open." + "Since the beginning of history, the eerie alghollthus have worked in secret beneath the waves, weaving plots that other creatures often find impenetrable\u2014at least until it's too late to stop them. Only one thing is clear to all: that any undertaking large enough to gather a city of naturally independent alghollthus together must have disastrous consequences for others. So it is in Gholinom, deep in an ocean trench west of Rahadoum. As much a factory as a city, its mountainous, twisting towers have stood atop volcanic vents for millennia, gathering magical and geothermic power that crackles in magenta rings around them as black smoke billows from their tips. Conduits of stone and skymetal weave through the palaces and laboratories of the many-eyed masterminds and their terrified slave-scholars, all leading to a vast circular gate at the city's heart. Dubbed the Passage Outward, this gateway consists of four concentric rings, each rotating in an opposing direction from those around it and made of a different skymetal\u2014abysium, djezet, orichalcum, and inubrix. This gateway has never opened, yet those slaves most trusted (or burdened) with knowledge of the gate suggest that it's intended to open onto a realm beyond space and time that their masters refer to as the Final Sea. The entire project was secret until just recently, when Professor Karnvale Havillip, a halfling venture-captain thought lost in a shipwreck years ago, returned to the Grand Lodge in Absalom bearing a harrowing tale of escape and a warning that, after ages of preparation, the Passage Outward may be about to open." ] }, { @@ -2014,7 +2051,7 @@ "page": 69, "name": "Irim", "entries": [ - "Built into the edge of the continental shelf off the coast of Ravounel, this city of aquatic elves has {@condition hidden} itself from surface-dwellers for centuries, communicating only with the elves of the Mordant Spire. Half-{@condition hidden} by vertical kelp forests, their elegant cliff dwellings connect to a much older system of caves that have been inhabited by elven mystics since before most elves returned from Sovyrian. The majority of Irim's residents live pastoral lives tending isopod herds or harvesting food and neurotoxins from anemone farms. The city is ruled by the Riftia, a collection of scholars who live deep within the flooded tunnels, breathing in chemicals seeping from active vents and reading portents in the movements of half-sentient tube worms. Recently, the elves of the Riftia shocked their constituents by making secret contact with the mainland\u2014specifically the leaders of the new nation of Ravounel, offering to aid the nation in covertly protecting its ports from pirate attacks. In exchange, the elves insist that Ravounel aid them in locating a mysterious artifact called the {@i Lornoc Catalyst}, and that they must not, under any circumstances, allow any surface-dwelling elves to learn of the endeavor." + "Built into the edge of the continental shelf off the coast of Ravounel, this city of aquatic elves has hidden itself from surface-dwellers for centuries, communicating only with the elves of the Mordant Spire. Half-hidden by vertical kelp forests, their elegant cliff dwellings connect to a much older system of caves that have been inhabited by elven mystics since before most elves returned from Sovyrian. The majority of Irim's residents live pastoral lives tending isopod herds or harvesting food and neurotoxins from anemone farms. The city is ruled by the Riftia, a collection of scholars who live deep within the flooded tunnels, breathing in chemicals seeping from active vents and reading portents in the movements of half-sentient tube worms. Recently, the elves of the Riftia shocked their constituents by making secret contact with the mainland\u2014specifically the leaders of the new nation of Ravounel, offering to aid the nation in covertly protecting its ports from pirate attacks. In exchange, the elves insist that Ravounel aid them in locating a mysterious artifact called the {@i Lornoc Catalyst}, and that they must not, under any circumstances, allow any surface-dwelling elves to learn of the endeavor." ] }, { @@ -2024,7 +2061,7 @@ "name": "Kienek-Li", "entries": [ "Positioned near the Isle of Kortos, the submerged city of Kienek-Li is the best-known gillman settlement in the region. The oldest portion of the city, called the Boneglade, rises up from a living reef, its buildings the bleached and branching skeletons of massive corals. The rest of the city, called the Float, consists of sprawling wooden structures anchored to the sea floor by heavy chains; their honeycomb of passages is accessible from every direction in this environment where up and down barely matters.", - "Traditionally, Kienek-Li did most of its surface trading with the town of Escadar. Of late, however, Kienek-Li's newly elected ruler, Sealord Amodjun, {@condition confused} citizens of both Absalom and Kienek-Li by declaring that the gillman city needs diplomatic and economic ties to other nations. Toward that end, the government has begun hiring non-Absalomian mercenaries to guard its diplomats' magical water-filled carriages on their journeys." + "Traditionally, Kienek-Li did most of its surface trading with the town of Escadar. Of late, however, Kienek-Li's newly elected ruler, Sealord Amodjun, confused citizens of both Absalom and Kienek-Li by declaring that the gillman city needs diplomatic and economic ties to other nations. Toward that end, the government has begun hiring non-Absalomian mercenaries to guard its diplomats' magical water-filled carriages on their journeys." ] } ] @@ -2035,7 +2072,20 @@ "page": 70, "name": "Backgrounds", "entries": [ - "The following backgrounds are particularly suitable for characters from the High Seas region." + "The following backgrounds are particularly suitable for characters from the High Seas region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Aspiring Free Captain|lowg}", + "{@background Hermean Expatriate|lowg}", + "{@background Mantis Scion|lowg}", + "{@background Press-Ganged|lowg}", + "{@background Scholar of the Ancients|lowg}", + "{@background Storm Survivor|lowg}", + "{@background Undersea Enthusiast|lowg}" + ] + } ] }, { @@ -2045,259 +2095,265 @@ "name": "Red Mantis Assassin", "entries": [ "You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Red Mantis Assassin Dedication|lowg}", + "{@feat Basic Red Mantis Magic|lowg}", + "{@feat Advanced Red Mantis Magic|lowg}", + "{@feat Crimson Shroud|lowg}", + "{@feat Mantis Form|lowg}" + ] + }, { "type": "pf2-h3", "source": "LOWG", "page": 71, - "name": "Red Mantis Assassin Focus Spells" + "name": "RED MANTIS ASSASSIN FOCUS SPELLS" + }, + { + "type": "list", + "items": [ + "{@spell Mantis Form|lowg}" + ] } ] } ] }, { - "type": "pf2-h1", + "type": "section", + "blue": true, "source": "LOWG", "page": 72, - "name": "Impossible Lands", + "name": "Chapter 7: Impossible Lands", "entries": [ { - "type": "pf2-sidebar", + "type": "list", + "style": "list-hang-notitle", "source": "LOWG", "page": 72, - "name": "Geb (LE) Jalmeray (CN) Mana Wastes (N) Nex (N) Alkenstar (LN)" - }, - { - "type": "pf2-h2", - "source": "LOWG", - "page": 74, - "name": "Impossible Lands", - "entries": [ + "items": [ { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 74, - "name": "TIMELINE", - "entries": [ - "\u20133000 ar Osirion reaches the height of its prosperity under the reign of the god-kings.", - "\u20131498 to A union of four god- \u20131431 ar kings known as the Four Pharaohs of Ascension reign during the Second Age of Osirion's empire.", - "\u2013929 ar Osirion cedes control of its southernmost colony to the necromancer Geb.", - "\u2013892 ar The nations of Nex and Geb go to war.", - "149 ar Geb's mystics blight the landscape of Nex, rendering all but the kingdom's cities virtually uninhabitable.", - "166 ar The Archmage Nex unsuccessfully launches a siege against Absalom, erecting the mile-tall Spire of Nex in the Cairnlands.", - "253 ar Nex assumes control of the Isle of Jalmeray.", - "563 ar Khiben-Sald, the legendary Maharajah of Vudra, spends a decade on the Isle of Jalmeray, bringing Vudrani culture to the Inner Sea.", - "576 ar Nex vanishes from his capital in Quantium during a Gebbite attack that kills thousands of people.", - "632 ar A despairing Geb attempts to escape Golarion in an act of ritual suicide, but soon returns as a ghost.", - "2822 ar Vudrani rajahs wrest control of Jalmeray from the decadent Arclords of Nex.", - "3890 ar Geb abducts Arazni's corpse from the Knights of Ozem, reanimates her as a lich, and forces her to become his queen.", - "4329 ar Geb petrifies the invading army of the Pirate Queen Mastrien Slash, creating the Field of Maidens.", - "4588 ar Alkenstar, {@condition fleeing} persecution from Nex, enters the Mana Wastes and discovers the ruins of Dongun Hold.", - "4601 ar The Duchy of Alkenstar is." - ] + "type": "item", + "name": "Nations", + "entry": "Alkenstar, Geb, Jalmeray, Mana Wastes, Nex" }, - "The independent kingdoms of Garund's so-called Impossible Lands trace their histories back millennia. Even today the region's sparkling cities, breathtaking monuments, and arcane accomplishments seem rooted in some distant epoch when miracles were commonplace and legendary monsters walked alongside heroes bound for grand destinies. In prehistoric times, the region fell under the domain of a vast cyclops empire, whose megalithic ruins and broad, half-buried causeways hint at a grandeur seldom matched in the present day. Long after Earthfall toppled these monuments and reduced their builders into scattered, survivalist masses, armies of the god-kings of Osirion established cities and colonies amid the ruins. Pharaonic legions brought an end to older human empires like the Jistka Imperium and the Tekritanin League along Garund's northwestern coast. They also conquered many of the scattered indigenous peoples of the continent's east coast, whether through pacification or subjugation, greatly extending the borders of their kingdom. Over millennia, the power of Osirion faded, and the weakened pharaohs cut off all contact with their distant colonies, leaving these nations to develop as independent kingdoms.", - "The history of the Impossible Lands has been dominated by two of the region's most powerful nations\u2014both of which take their names from their respective immortal wizard-king founders, Geb and Nex. The two kingdoms clashed thousands of years ago in a devastating, centuries-long arcane war that warped the fabric of the continent itself. The most obvious scar of this conflict is the twisted wasteland that lies between them, a gnarled landscape of magic-warped terrain ravaged by arcane storms known as the Mana Wastes. From nightmare beasts born of the Fleshforges of Nex to the countless undead making up the populace of Geb, the region remains stained with the hubris of these two mages, and the thought of their lands once having been free from Nex and Geb's tyranny seems more fable than fact to the people caught in their wake.", - "Despite this tumultuous history, the realms of Nex, Geb, and Jalmeray, along with the city-state of Alkenstar, count themselves among the mightiest and most fantastical nations in all the lands of the Inner Sea. Nex, who remains one of the most powerful and influential archmages Golarion has ever known, set the archetype for the Impossible Lands. Over the millennia of his immortal existence, he has taken control of the city-states of Quantium, Ecanus, and Oenopion, lavishing arcane innovations and architectural marvels upon them. Nex's hated enemy, the equally ancient ghost necromancer Geb, rules a cosmopolitan, prosperous nation that would be considered among Garund's wealthiest and most promising kingdoms, if not for the fact that most of its inhabitants are undead monstrosities who willingly followed their baleful leader into eternity to serve his dark designs forever. Off the coast, the lush isle of Jalmeray is a portal to western Casmaron, offering a slice of culture from distant Vudra on the doorstep of the Inner Sea. Monks from all over the world flock to the isle to hone their bodies and minds, following esoteric traditions handed down in antiquity by otherworldly spirits. Like Nex and Geb before them, these stalwarts intend through great effort and even greater creations to transcend the limits of the ordinary world\u2014a task suited for nowhere else but the Impossible Lands." + { + "type": "item", + "name": "Peoples", + "entry": "Dwarf, Garundi, Gnome, Keleshite, Mwangi, Vudrani" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Dwarven}, {@language Gnomish}, {@language Kelish}, {@language Mwangi}, {@language Necril}, {@language Osiriani}, {@language Vudrani}" + }, + { + "type": "item", + "name": "Factions", + "entry": "Arclords of Nex, {@organization Pathfinder Society}, {@deity Whispering Way}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Irori}, {@deity Nethys}, {@deity Torag}, {@deity Urgathoa}, {@deity Zon-Kuthon}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Books/Lore, Luxury Goods, Magic Items, Ores, Seafood, Spices/Salt, Technology" + } ] }, { - "type": "pf2-h2", + "type": "pf2-sidebar", "source": "LOWG", - "page": 75, - "name": "Alkenstar", - "entries": [ - "The arcane wars between Nex and Geb were not kind to the surrounding regions, often reducing their captured territories to blasted wastelands where warped radiation prevented all magic from functioning. The nation of Alkenstar arose in such a place, beneath the shadow of Dongun Hold\u2014a dwarven Sky Citadel sealed by its former occupants to prevent it from becoming a prize handed back and forth between the two warring powers. Though the dwarves had abandoned their fortress more than a thousand years earlier, the surrounding ruins became a haven for a ragtag settlement of refugees and vagabonds. When a renegade engineer named Alkenstar fled from Nex to avoid criminal charges, he discovered the shattered ruins of Dongun Hold.", - { - "type": "pf2-sidebar", + "page": 74, + "name": "TIMELINE", + "entries": [ + "{@bold \u22123000 AR} Osirion reaches the height of its prosperity under the reign of the god-kings.", + "{@bold \u22121498 to \u22121431 AR} A union of four god-kings known as the Four Pharaohs of Ascension reign during the Second Age of Osirion's empire.", + "{@bold \u2212929 AR} Osirion cedes control of its southernmost colony to the necromancer Geb.", + "{@bold \u2212892 AR} The nations of Nex and Geb go to war.", + "{@bold 149 AR} Geb's mystics blight the landscape of Nex, rendering all but the kingdom's cities virtually uninhabitable.", + "{@bold 166 AR} The Archmage Nex unsuccessfully launches a siege against Absalom, erecting the mile-tall Spire of Nex in the Cairnlands.", + "{@bold 253 AR} Nex assumes control of the Isle of Jalmeray.", + "{@bold 563 AR} Khiben-Sald, the legendary Maharajah of Vudra, spends a decade on the Isle of Jalmeray, bringing Vudrani culture to the Inner Sea.", + "{@bold 576 AR} Nex vanishes from his capital in Quantium during a Gebbite attack that kills thousands of people.", + "{@bold 632 AR} A despairing Geb attempts to escape Golarion in an act of ritual suicide, but soon returns as a ghost.", + "{@bold 2822 AR} Vudrani rajahs wrest control of Jalmeray from the decadent Arclords of Nex.", + "{@bold 3890 AR} Geb abducts Arazni's corpse from the Knights of Ozem, reanimates her as a lich, and forces her to become his queen.", + "{@bold 4329 AR} Geb petrifies the invading army of the Pirate Queen Mastrien Slash, creating the Field of Maidens.", + "{@bold 4588 AR} Alkenstar, fleeing persecution from Nex, enters the Mana Wastes and discovers the ruins of Dongun Hold.", + "{@bold 4601 AR} The Duchy of Alkenstar is founded; construction of the Gunworks begins.", + "{@bold 4620 AR} The Gunworks of Alkenstar are completed. The first firearms begin emerging from Alkenstar to be purchased by rich collectors and curious scholars.", + "{@bold 4690 AR} The Gorilla King of the city of Usaro in the Mwangi Expanse, Ruthazek, attacks Alkenstar and seizes the Gunworks' largest bombard as a trophy.", + "{@bold 4716 AR} The gates of the Refuge of Nex once again open in Quantium, stoking rumors regarding the archmage's imminent return.", + "{@bold 4718 AR} A grand disqualification of all of the Houses of Perfection leaves the Challenge of Sky and Heaven incomplete.", + "{@bold 4719 AR} Arazni abandons Geb, leading the ghost necromancer to return to active management of his undead realm.", + { + "type": "pf2-title", "source": "LOWG", - "page": 75, - "name": "ALKENSTAR", - "entries": [ - "founded; construction of the Gunworks begins.", - "4620 ar The Gunworks of Alkenstar are completed. The first firearms begin emerging from Alkenstar to be purchased by rich collectors and curious scholars.", - "4690 ar The Gorilla King of the city of Usaro in the Mwangi Expanse, Ruthazek, attacks Alkenstar and seizes the Gunworks' largest bombard as a trophy.", - "4716 ar The gates of the Refuge of Nex once again open in Quantium, stoking rumors regarding the archmage's imminent return.", - "4718 ar A grand disqualification of all of the Houses of Perfection leaves the Challenge of Sky and Heaven incomplete.", - "4719 ar Arazni abandons Geb, leading the ghost necromancer to return to active management of his undead realm." - ] + "page": 76, + "name": "NOTABLE FIGURES" }, - "and used his technology to fortify the settlement, bring agriculture to its nearby plains, and transform the powerful Ustradi River into a literal engine of creation.", - "Not content to simply live in the shadow of the mighty Dongun Hold, Alkenstar devised an ingenious method to open the dwarven Sky Citadel and explore its many mysteries. He and his followers eventually tracked down the missing dwarves themselves, who now resided in an isolated vault deep in the Darklands where the practice of magic had died. A bargain between Alkenstar and the dwarves provided the fledgling city with a dwarven innovation perfected during the dwarves' time in the vault and destined to change the course of history: firearms. These weapons ensured that the refugees would never again be caught defenseless in the battles between Nex and Geb. And over the last century, the Grand Duchy of Alkenstar has grown into a powerful, if isolated, kingdom in its own right.", - "While Nex still claims the settlement as a nominal vassal, since its armies were the last to claim Dongun Hold in the Age of Destiny before the dwarves' retreat, no one takes this claim seriously outside the governmental halls of Quantium.", - "Alkenstar currently operates as an independent city-state with holdings that include Dongun Hold and the town of Martel. The city of Alkenstar itself stands atop the Hellfallen Cliffs, overlooking a narrow valley where the Ustradi River plunges hundreds of feet over the massive Alken Falls on its journey into Nex.", - "A layer of soot covers most of Alkenstar's brick-and-iron buildings, but elegant brass decorations shining through the grime hint at the grand architecture beneath. Voluminous clouds of steam hang over the city and sometimes cover its streets, mixing with the thick fog banks drifting off the Ustradi and the acrid black smoke churning from the city's omnipresent factories. At the southeastern shore of Lake Ustradi sits a massive castle called the Gunworks, where metallurgists and engineers of Alkenstar labor to develop firearms technology. Their proudest achievement is a massive cannon known as the Great Maw of Rovagug\u2014an enormous bombard with a range measured in miles that is often used against the mutated giants of the Mana Wastes who raid the city nearly every summer.", + "The following are key public figures in the region.", { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 76, - "name": "GEB", + "type": "entries", "entries": [ + "{@bold GEB}", "For an ancient ghost born of anguish and resentment, Geb currently seems more engaged with his kingdom than at any point since Nex's disappearance." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 76, - "name": "KHARSWAN", + "type": "entries", "entries": [ + "{@bold KHARSWAN}", "Thakur Kharswan, the smiling ruler of Jalmeray, must balance obligations to the island's mystics, monastic grand masters, and powerful spirits." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 76, - "name": "NEX", + "type": "entries", "entries": [ + "{@bold NEX}", "The immortal archmage Nex vanished so long ago that he is more legend than man to the citizens of the nation that bears his name." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 76, - "name": "TRIETTA RICIA", + "type": "entries", "entries": [ + "{@bold TRIETTA RICIA}", "The popular scientist-duchess of Alkenstar honed her zeal for invention and cheerful demeanor while studying the notes of the city's founder." ] }, { - "type": "pf2-sidebar", + "type": "pf2-title", "source": "LOWG", - "page": 76, - "name": "NOTABLE FIGURES", - "entries": [ - "The following are key public figures in the region." - ] + "page": 77, + "name": "THE BLOOD LORDS OF GEB" + }, + "The grim necromantic administrators of Geb rule from Mechitar's immense central pyramid, known as the Cinerarium. A legion of lesser necromancers, graveknights, skeletons, zombies, ghouls, and ghasts serves these Blood Lords as Mechitar's city guard, but in most cases the vile reputation of Geb's ruling class is enough to keep most of Geb's citizenry in line. While the 60 necromancers command obedience from the nation's citizens, their internal feuds and wars of assassination and intrigue are legendary. After the departure of Arazni, internecine strife has intensified, with most surviving Blood Lords squabbling to prove their loyalty to the newly rejuvenated Geb by slaying any colleague thought to have been too close to his former queen.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 78, + "name": "THE HOUSES OF PERFECTION" + }, + "The four greatest and most influential monasteries on Jalmeray are known as the Houses of Perfection, where students and masters engage in the endless work of perfecting mind and spirit according to the teachings of Irori.", + "{@bold Monastery of Unblinking Flame:} This house's ageless Grand Master Anandala eschews the physical combat favored by other houses in favor of occult philosophy.", + "{@bold Monastery of Unbreaking Waves:} Reestablished only within the last decade, this house favors defensive styles that emulate the flow of water past obstacles.", + "{@bold Monastery of Unfolding Wind:} Arming themselves only \"with the air itself,\" adherents of Unfolding Wind specialize in unarmed fighting techniques, honing their bodies into deadly weapons.", + "{@bold Monastery of Untwisting Iron:} Adepts of Untwisting Iron master monastic weaponry, particularly ones constructed of earth metals. This house has won two consecutive victories in the Challenge of Sky and Heaven and is highly respected.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 79, + "name": "RELATIONS" + }, + "The region's central conflict\u2014a millennium of warfare between the immortal wizard-kings Nex and Geb\u2014dwindled into détente centuries ago, leaving the two nations strongly positioned to defend themselves from anyone else who would dare try to defeat them. Thus the Im-possible Lands are, for the moment, free of internal warfare, and while no one in Nex, Jalmeray, or Alkenstar wishes to get too cozy with Geb, the three get along well enough with one another to keep the region relatively peaceful.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 80, + "name": "THE ARCLORDS OF NEX" + }, + "The Arclords of Nex trace their origins to the household servants and lesser apprentices of the great archmage, and in the 4 millennia since Nex abandoned Golarion, their power and influence has grown to spread throughout the Inner Sea region and beyond. The Arclords shape the politics of Nex's Council of Three and Nine, guide Absalom's next generation of spellcasters via the Arcanamirium, and serve as ostensibly loyal advisors in courts from Oppara to Azir, advising affairs from Molthune's defense against the Whispering Tyrant to the most effective sea routes for opportunistic Shackles pirates. Those who dedicate themselves to the study of Nex's secret journals and hand-transcribed original spellbooks can gain deep insight into the arcane secrets of Golarion and the Great Beyond, and these adepts often manifest and focus this knowledge in the form of a unique arcane eye.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 81, + "name": "EYE OF THE ARCLORDS" }, + "The Arclords of Nex have achieved a unique mastery of magic.", + { + "type": "list", + "items": [ + "{@feat Eye of the Arclords|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 73, + "name": "Impossible Lands", + "entries": [ + "The independent kingdoms of Garund's so-called Impossible Lands trace their histories back millennia. Even today the region's sparkling cities, breathtaking monuments, and arcane accomplishments seem rooted in some distant epoch when miracles were commonplace and legendary monsters walked alongside heroes bound for grand destinies. In prehistoric times, the region fell under the domain of a vast cyclops empire, whose megalithic ruins and broad, half-buried causeways hint at a grandeur seldom matched in the present day. Long after Earthfall toppled these monuments and reduced their builders into scattered, survivalist masses, armies of the god-kings of Osirion established cities and colonies amid the ruins. Pharaonic legions brought an end to older human empires like the Jistka Imperium and the Tekritanin League along Garund's northwestern coast. They also conquered many of the scattered indigenous peoples of the continent's east coast, whether through pacification or subjugation, greatly extending the borders of their kingdom. Over millennia, the power of Osirion faded, and the weakened pharaohs cut off all contact with their distant colonies, leaving these nations to develop as independent kingdoms.", + "The history of the Impossible Lands has been dominated by two of the region's most powerful nations\u2014both of which take their names from their respective immortal wizard-king founders, Geb and Nex. The two kingdoms clashed thousands of years ago in a devastating, centuries-long arcane war that warped the fabric of the continent itself. The most obvious scar of this conflict is the twisted wasteland that lies between them, a gnarled landscape of magic-warped terrain ravaged by arcane storms known as the Mana Wastes. From nightmare beasts born of the Fleshforges of Nex to the countless undead making up the populace of Geb, the region remains stained with the hubris of these two mages, and the thought of their lands once having been free from Nex and Geb's tyranny seems more fable than fact to the people caught in their wake.", + "Despite this tumultuous history, the realms of Nex, Geb, and Jalmeray, along with the city-state of Alkenstar, count themselves among the mightiest and most fantastical nations in all the lands of the Inner Sea. Nex, who remains one of the most powerful and influential archmages Golarion has ever known, set the archetype for the Impossible Lands. Over the millennia of his immortal existence, he has taken control of the city-states of Quantium, Ecanus, and Oenopion, lavishing arcane innovations and architectural marvels upon them. Nex's hated enemy, the equally ancient ghost necromancer Geb, rules a cosmopolitan, prosperous nation that would be considered among Garund's wealthiest and most promising kingdoms, if not for the fact that most of its inhabitants are undead monstrosities who willingly followed their baleful leader into eternity to serve his dark designs forever. Off the coast, the lush isle of Jalmeray is a portal to western Casmaron, offering a slice of culture from distant Vudra on the doorstep of the Inner Sea. Monks from all over the world flock to the isle to hone their bodies and minds, following esoteric traditions handed down in antiquity by otherworldly spirits. Like Nex and Geb before them, these stalwarts intend through great effort and even greater creations to transcend the limits of the ordinary world\u2014a task suited for nowhere else but the Impossible Lands." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 74, + "name": "Alkenstar", + "entries": [ + "The arcane wars between Nex and Geb were not kind to the surrounding regions, often reducing their captured territories to blasted wastelands where warped radiation prevented all magic from functioning. The nation of Alkenstar arose in such a place, beneath the shadow of Dongun Hold\u2014a dwarven Sky Citadel sealed by its former occupants to prevent it from becoming a prize handed back and forth between the two warring powers. Though the dwarves had abandoned their fortress more than a thousand years earlier, the surrounding ruins became a haven for a ragtag settlement of refugees and vagabonds. When a renegade engineer named Alkenstar fled from Nex to avoid criminal charges, he discovered the shattered ruins of Dongun Hold and used his technology to fortify the settlement, bring agriculture to its nearby plains, and transform the powerful Ustradi River into a literal engine of creation.", + "Not content to simply live in the shadow of the mighty Dongun Hold, Alkenstar devised an ingenious method to open the dwarven Sky Citadel and explore its many mysteries. He and his followers eventually tracked down the missing dwarves themselves, who now resided in an isolated vault deep in the Darklands where the practice of magic had died. A bargain between Alkenstar and the dwarves provided the fledgling city with a dwarven innovation perfected during the dwarves' time in the vault and destined to change the course of history: firearms. These weapons ensured that the refugees would never again be caught defenseless in the battles between Nex and Geb. And over the last century, the Grand Duchy of Alkenstar has grown into a powerful, if isolated, kingdom in its own right.", + "While Nex still claims the settlement as a nominal vassal, since its armies were the last to claim Dongun Hold in the Age of Destiny before the dwarves' retreat, no one takes this claim seriously outside the governmental halls of Quantium. Alkenstar currently operates as an independent city-state with holdings that include Dongun Hold and the town of Martel. The city of Alkenstar itself stands atop the Hellfallen Cliffs, overlooking a narrow valley where the Ustradi River plunges hundreds of feet over the massive Alken Falls on its journey into Nex. A layer of soot covers most of Alkenstar's brick-and-iron buildings, but elegant brass decorations shining through the grime hint at the grand architecture beneath. Voluminous clouds of steam hang over the city and sometimes cover its streets, mixing with the thick fog banks drifting off the Ustradi and the acrid black smoke churning from the city's omnipresent factories. At the southeastern shore of Lake Ustradi sits a massive castle called the Gunworks, where metallurgists and engineers of Alkenstar labor to develop firearms technology. Their proudest achievement is a massive cannon known as the Great Maw of Rovagug\u2014an enormous bombard with a range measured in miles that is often used against the mutated giants of the Mana Wastes who raid the city nearly every summer.", "The inventiveness that raised Alkenstar into a nation now permeates the attitudes of the country's residents, and its technological innovations keep it economically and politically relevant despite its seemingly precarious position. The city's famous clockwork sentries are only the most visible of Alkenstar's wonders. Guilds of enterprising metallurgists, alchemists, and engineers collaborate or compete to produce increasingly extraordinary discoveries. Alkenstar's status as a haven from the prying eyes of Nex and Geb has also attracted refugees and immigrants in a flow that rivals the mighty Ustradi, swelling the city's population and spreading knowledge and political philosophies in their wake.", - "Yet this rampant growth carries a price in exchange for Alkenstar's nighmiraculous ascension into a global power. Though the nation's High Parliament and elite police do an admirable job enforcing law and order, Alkenstar remains a frontier boom town in a harsh and {@condition hostile} land. The city's government and industries are convoluted and disordered, riddled with flaws and redundancies that have cropped up as organizational need outstrips bureaucratic capacity.", - "Corruption and rivalries abound between clans, guilds, and families, with factions struggling to increase their own influence within the nation. Common folk rarely see the benefits of the city's industry, left behind by the rapid march of progress to eke out hard, short lives within the heavy smog from the workshops. Crime plagues the nation's outcasts, orphans, and poor, especially preying on the financial insecurity of desperate refugees from other nations.", - "Firearm and siege engine production has vastly increased over the last decade, thanks in no small part to the leadership of Grand Duchess Trietta Ricia, who is both a canny politician and a scientist in her own right. Guns, already popular among smugglers and revolutionaries in the Mwangi Expanse and the Shackles, have begun to trickle into northern Garund as well. Ricia urges greater contact with the outside world by exporting Alkenstar's fabulous creations far and wide, drawing even more customers, vagabonds, and would-be technologists to the citystate, despite the considerable dangers of the journey." + "Yet this rampant growth carries a price in exchange for Alkenstar's nigh-miraculous ascension into a global power. Though the nation's High Parliament and elite police do an admirable job enforcing law and order, Alkenstar remains a frontier boom town in a harsh and hostile land. The city's government and industries are convoluted and disordered, riddled with flaws and redundancies that have cropped up as organizational need outstrips bureaucratic capacity. Corruption and rivalries abound between clans, guilds, and families, with factions struggling to increase their own influence within the nation. Common folk rarely see the benefits of the city's industry, left behind by the rapid march of progress to eke out hard, short lives within the heavy smog from the workshops. Crime plagues the nation's outcasts, orphans, and poor, especially preying on the financial insecurity of desperate refugees from other nations.", + "Firearm and siege engine production has vastly increased over the last decade, thanks in no small part to the leadership of Grand Duchess Trietta Ricia, who is both a canny politician and a scientist in her own right. Guns, already popular among smugglers and revolutionaries in the Mwangi Expanse and the Shackles, have begun to trickle into northern Garund as well. Ricia urges greater contact with the outside world by exporting Alkenstar's fabulous creations far and wide, drawing even more customers, vagabonds, and would-be technologists to the city-state, despite the considerable dangers of the journey." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 77, + "page": 76, "name": "Geb", "entries": [ - "Three hundred years after the fall of Osirion's famed Four Pharaohs of Ascension, the pious tyrant Kenaton brought a semblance of stability to the declining empire, scouring Osirion of enemies and renewing the empire's grasp on distant territorial holdings. Rather than vanish across the horizon into eternal exile, the wicked necromancer Geb came to Osirion's southernmost colony, conquered it, and granted it his name, remaking it in his own necrotic image. Decades after his rise to power, Geb came into conflict with the archmage Nex, who had united a nation on the plains north of the necromancer's kingdom, cutting off land access to the markets of the Golden Road. By \u2013892 ar, the territorial ambitions of both Nex and Geb erupted into catastrophic open conflict that would span centuries.", - "The war reached its terrible climax when Geb blighted the lands of Nex, starving its people and bringing it to the brink of utter defeat. Nex responded by unleashing a series of magical cataclysms that killed uncountable thousands of Geb's citizens.", - "Anguished at the scope of the devastation, Geb animated all of the slain as a vast undead army, which he immediately sent marching north. In 576 ar\u2014after nearly a millennium of mutually destructive warfare\u2014Geb's undead armies made a final grand push toward Quantium, reaching the walls of Nex's palace, the Bandeshar.", - "Poisonous yellow smoke choked the archmage's capital, killing thousands\u2014but Nex himself apparently escaped into a demiplane known as the Refuge of Nex, never to return. Despite his apparent victory, Geb remained convinced that his old foe had somehow survived, and he lived the next several decades in bitter resentment, futilely waiting for Nex's imminent return. Nex's household servants, the so-called Arclords of Nex, also proved frustratingly resilient, repelling numerous attacks on the Bandeshar designed to seal Nex away for eternity. Finally, in 632, Geb's torment.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 77, - "name": "MECHITAR PROCESSION THE BLOOD LORDS OF GEB", - "entries": [ - "The grim necromantic administrators of Geb rule from Mechitar's immense central pyramid, known as the Cinerarium. A legion of lesser necromancers, graveknights, skeletons, zombies, ghouls, and ghasts serves these Blood Lords as Mechitar's city guard, but in most cases the vile reputation of Geb's ruling class is enough to keep most of Geb's citizenry in line. While the 60 necromancers command obedience from the nation's citizens, their internal feuds and wars of assassination and intrigue are legendary. After the departure of Arazni, internecine strife has intensified, with most surviving Blood Lords squabbling to prove their loyalty to the newly rejuvenated Geb by slaying any colleague thought to have been too close to his former queen." - ] - }, - "grew too strong to bear, and he ended his mortal life in an act of ritual suicide. But even in death, Geb's hatred tethered his soul to Golarion as a ghost.", - "Thereafter, Gebbite society gave itself wholly to necromancy. Thousands of Geb's most fanatical followers killed themselves to bind their undead souls in service to their ghostly sovereign, swearing eternal fealty in the ultimate act of obedience.", - "Today, more than 4,000 years later, the undead make up Gebbite society, and most mortals in the kingdom are either slaves or food. A complex corpus of legal documents known as the \"Dead Laws\" protect the rights of Geb's mortals and intelligent undead by regulating the feeding of ravenous undead, proscribing certain aspects of necromancy, outlawing the channeling of positive energy, and dictating the proper treatment and maintenance of slaves, both living and undead. These rules nominally protect the living\u2014referred to as the \"Quick\" in the language of the Dead Laws\u2014from random attacks by the hungry dead. But Geb's ghoulish low nobility, along with certain insatiable vampires, consider themselves exempt, often risking legal prosecution and permanent death to satiate their gluttonous cravings.", - "By royal decree, unless specified otherwise, all mortals who die upon Geb's soil are reanimated as mindless undead to serve as slaves in the nation's lush fields or lavish urban mansions. Mortals with business in Geb often arrange to become intelligent undead upon death to avoid this fate. Most mortals avoid going to Geb whatsoever.", - "Mortal necromancers are an exception, largely because they are the only ones who know how to protect themselves from the depravities of Geb's nobility. The most puissant and ambitious necromancers of Geb join the ranks of the Blood Lords, 60 personal apprentices that Geb himself trained in the capital of Mechitar and tasked with administering the daily affairs of the kingdom. Once exclusively mortal, the Blood Lords are now overwhelmingly undead, and their numbers include vampires, wraiths, mummies, shades, and liches.", - "Geb doesn't invite conflict with other nations, despite the brazen attacks so often made against it by would-be heroes hoping to destroy the undead kingdom. Tensions with Nex cooled once its leader fled Golarion, and zombie-harvested crops sent north are among the nation's most prosperous exports.", - "Geb's undead ruling class doesn't age, so they can afford to play the long game and be patient, weaving political plots that span centuries, and which delve far more deeply into the international politics of the Inner Sea region than anyone realizes.", + "Three hundred years after the fall of Osirion's famed Four Pharaohs of Ascension, the pious tyrant Kenaton brought a semblance of stability to the declining empire, scouring Osirion of enemies and renewing the empire's grasp on distant territorial holdings. Rather than vanish across the horizon into eternal exile, the wicked necromancer Geb came to Osirion's southernmost colony, conquered it, and granted it his name, remaking it in his own necrotic image. Decades after his rise to power, Geb came into conflict with the archmage Nex, who had united a nation on the plains north of the necromancer's kingdom, cutting off land access to the markets of the Golden Road. By \u2013892 AR, the territorial ambitions of both Nex and Geb erupted into catastrophic open conflict that would span centuries.", + "The war reached its terrible climax when Geb blighted the lands of Nex, starving its people and bringing it to the brink of utter defeat. Nex responded by unleashing a series of magical cataclysms that killed uncountable thousands of Geb's citizens. Anguished at the scope of the devastation, Geb animated all of the slain as a vast undead army, which he immediately sent marching north. In 576 AR\u2014after nearly a millennium of mutually destructive warfare\u2014Geb's undead armies made a final grand push toward Quantium, reaching the walls of Nex's palace, the Bandeshar. Poisonous yellow smoke choked the archmage's capital, killing thousands\u2014but Nex himself apparently escaped into a demiplane known as the Refuge of Nex, never to return. Despite his apparent victory, Geb remained convinced that his old foe had somehow survived, and he lived the next several decades in bitter resentment, futilely waiting for Nex's imminent return. Nex's household servants, the so-called Arclords of Nex, also proved frustratingly resilient, repelling numerous attacks on the Bandeshar designed to seal Nex away for eternity. Finally, in 632, Geb's torment grew too strong to bear, and he ended his mortal life in an act of ritual suicide. But even in death, Geb's hatred tethered his soul to Golarion as a ghost.", + "Thereafter, Gebbite society gave itself wholly to necromancy. Thousands of Geb's most fanatical followers killed themselves to bind their undead souls in service to their ghostly sovereign, swearing eternal fealty in the ultimate act of obedience. Today, more than 4,000 years later, the undead make up Gebbite society, and most mortals in the kingdom are either slaves or food. A complex corpus of legal documents known as the \"Dead Laws\" protect the rights of Geb's mortals and intelligent undead by regulating the feeding of ravenous undead, proscribing certain aspects of necromancy, outlawing the channeling of positive energy, and dictating the proper treatment and maintenance of slaves, both living and undead. These rules nominally protect the living\u2014referred to as the \"Quick\" in the language of the Dead Laws\u2014from random attacks by the hungry dead. But Geb's ghoulish low nobility, along with certain insatiable vampires, consider themselves exempt, often risking legal prosecution and permanent death to satiate their gluttonous cravings.", + "By royal decree, unless specified otherwise, all mortals who die upon Geb's soil are reanimated as mindless undead to serve as slaves in the nation's lush fields or lavish urban mansions. Mortals with business in Geb often arrange to become intelligent undead upon death to avoid this fate. Most mortals avoid going to Geb whatsoever. Mortal necromancers are an exception, largely because they are the only ones who know how to protect themselves from the depravities of Geb's nobility. The most puissant and ambitious necromancers of Geb join the ranks of the Blood Lords, 60 personal apprentices that Geb himself trained in the capital of Mechitar and tasked with administering the daily affairs of the kingdom. Once exclusively mortal, the Blood Lords are now overwhelmingly undead, and their numbers include vampires, wraiths, mummies, shades, and liches.", + "Geb doesn't invite conflict with other nations, despite the brazen attacks so often made against it by would-be heroes hoping to destroy the undead kingdom. Tensions with Nex cooled once its leader fled Golarion, and zombie-harvested crops sent north are among the nation's most prosperous exports. Geb's undead ruling class doesn't age, so they can afford to play the long game and be patient, weaving political plots that span centuries, and which delve far more deeply into the international politics of the Inner Sea region than anyone realizes.", "In recent centuries, Geb had largely withdrawn from the daily affairs of his kingdom, leaving its management in the capable hands of his imprisoned lich-queen, Arazni. A former herald of Aroden cruelly raised from death by Geb in retribution for repeated attacks by the paladins of Lastwall, Arazni ruled the nation for centuries before escaping Geb and his kingdom in recent years. With Arazni gone and the king more certain than ever of Nex's imminent return, Geb has returned to active rulership of his kingdom. The morbid avenues of Mechitar throng with skeletal celebrants in public processions honoring Geb's renaissance, and the ghost-sovereign's agents in the outside world are known to be gathering rare ingredients for what appears to be a series of obscene necromantic rituals carried out on a massive ceremonial scale. Far from the melancholic recluse who sought a solution in suicide, Geb today prepares himself and his undying kingdom for a grand destiny." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 78, + "page": 77, "name": "Jalmeray", "entries": [ - "The island nation of Jalmeray was once the domain of legendary Vudrani Maharajah Khiben-Sald. Once a favored.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 78, - "name": "MONASTERY OF UNBLINKING FLAME THE HOUSES OF PERFECTION", - "entries": [ - "The four greatest and most influential monasteries on Jalmeray are known as the Houses of Perfection, where students and masters engage in the endless work of perfecting mind and spirit according to the teachings of Irori.", - "house's ageless Grand Master Anandala eschews the physical combat favored by other houses in favor of occult philosophy.", - "Reestablished only within the last decade, this house favors defensive styles that emulate the flow of water past obstacles.", - "themselves only \"with the air itself,\" adherents of Unfolding Wind specialize in unarmed fighting techniques, honing their bodies into deadly weapons.", - "of Untwisting Iron master monastic weaponry, particularly ones constructed of earth metals. This house has won two consecutive victories in the Challenge of Sky and Heaven and is highly respected." - ] - }, - "guest of the archmage Nex, the maharajah rapidly outstayed his welcome in Nex's court, and the archmage began to view his newfound friend as a distraction and potential rival. To resolve the situation without conflict, Nex granted Khiben-Sald the whole of the isle of Jalmeray as his personal domain. Eventually, Khiben-Sald returned to his homeland, leaving behind only glorious monuments and conjured genies. The island nation changed hands twice afterward. The Arclords of Nex, who had been exiled from their nation in the power struggle following Nex's disappearance, took refuge on Jalmeray despite resistance from Khiben-Sald's remaining genies. Yet in 2822 ar, hundreds of Vudrani rajahs arrived in a vast fleet and claimed Jalmeray as their personal domain, presenting documents affirming their blood relation to Khiben-Sald and thus their rightful ownership of the island.", - "When the Arclords refused to leave, the Vudrani summoned an army of genies that sank all but one of the Arclords' ships. Following this, the Vudrani unsealed their ancient monuments and stirred their otherworldly guardians to life once more.", - "Today, Jalmeray is the window to the east, a bastion of Vudrani culture on the edge of the Inner Sea region. Breathtaking marvels of architecture are combined with powerful magic to create the nation's beautiful and luxurious settlements, such as Jalmeray's capital, the many-tiered pagoda city of Niswan. Foreigners drawn to Jalmeray's unique sights are met by a {@condition friendly} and hospitable culture, making the island a popular destination for those who can afford and manage the journey. Ancient noble families, powerful mystics, and the esteemed masters of monasteries oversee the needs of citizens and visitors alike, playing lip service to the nation's monarch but in truth handling most day to day affairs themselves.", + "The island nation of Jalmeray was once the domain of legendary Vudrani Maharajah Khiben-Sald. Once a favored guest of the archmage Nex, the maharajah rapidly outstayed his welcome in Nex's court, and the archmage began to view his newfound friend as a distraction and potential rival. To resolve the situation without conflict, Nex granted Khiben-Sald the whole of the isle of Jalmeray as his personal domain. Eventually, Khiben-Sald returned to his homeland, leaving behind only glorious monuments and conjured genies. The island nation changed hands twice afterward. The Arclords of Nex, who had been exiled from their nation in the power struggle following Nex's disappearance, took refuge on Jalmeray despite resistance from Khiben-Sald's remaining genies. Yet in 2822 AR, hundreds of Vudrani rajahs arrived in a vast fleet and claimed Jalmeray as their personal domain, presenting documents affirming their blood relation to Khiben-Sald and thus their rightful ownership of the island. When the Arclords refused to leave, the Vudrani summoned an army of genies that sank all but one of the Arclords' ships. Following this, the Vudrani unsealed their ancient monuments and stirred their otherworldly guardians to life once more.", + "Today, Jalmeray is the window to the east, a bastion of Vudrani culture on the edge of the Inner Sea region. Breathtaking marvels of architecture are combined with powerful magic to create the nation's beautiful and luxurious settlements, such as Jalmeray's capital, the many-tiered pagoda city of Niswan. Foreigners drawn to Jalmeray's unique sights are met by a friendly and hospitable culture, making the island a popular destination for those who can afford and manage the journey. Ancient noble families, powerful mystics, and the esteemed masters of monasteries oversee the needs of citizens and visitors alike, playing lip service to the nation's monarch but in truth handling most day to day affairs themselves.", "While most of its population shares ancestral roots in Vudra, the streets of Jalmeray are walked by all manner of people and creatures, many of them visitors from distant lands. Genies and elemental beings remain from the island's ancient days, tasked with guarding cities and cultivating the natural beauty of the nation into a splendor known across the world. Generations of humans and genies living side by side have given rise to a large population of people known as geniekin, who carry a spark of elemental heritage within them. Garudas and nagas send emissaries to Jalmeray's monarch, while rakshasas and asuras hide among the cities to tempt the pious into ruin.", - "Yet for all of Jalmeray's wonders, the nation's darker aspects burden the populace.", - "In a land where the wondrous is commonplace, citizens often fall afoul of equally wondrous curses\u2014those who cannot rid themselves of these fell magics often have nowhere else to turn but a shunned, quarantined island to the north of Jalmeray's shores. Crueler still is the fate of those born with signs of taint from wicked asuras or rakshasas, as they are forced to work backbreaking and unsavory jobs such as cleaning sewage.", - "Trade has made Jalmeray unthinkably wealthy, but the nation is best known for its learning and philosophy. Academics melds with religion, with temples serving as bastions of learning and libraries boasting richlyillustrated copies of holy texts. Thousands of shrines dedicated to thousands of gods offer written guidance on the many paths to attain enlightenment. Prestigious schools for every way and walk of life can be found within Jalmeray's cities, from magic to poetry to political intrigue and seduction. Jalmeray's famous monasteries, collectively known as the Houses of Perfection, export doctrines of physical, mental, and spiritual development across Avistan, Casmaron, and Garund.", - "These Houses are also the center of Jalmeray's proud tradition of exemplary martial arts. Students from throughout the Inner Sea venture to Jalmeray to test themselves against the challenges offered by the Houses. Those who wish to prove their worthiness must succeed at a series of seemingly impossible trials against emissaries of the elements themselves: racing against the wind-swift speed of a djinni, wrestling the mountainous power of a shaitan, outwitting the flame-sharp wit of an efreeti, or performing other, similarly fantastical, tasks. Those elite few who complete these tasks are trained to push their bodies to the peak of physical and mental perfection, achieving spiritual balance and opening their minds to transcend the normal limits of mortal potential.", - "Once every decade, the Houses of Perfection meet in {@condition friendly} competition in a grand tournament called the Challenge of Sky and Heaven. Students compete in the schools of historical knowledge, swordplay, unarmed fighting techniques, mastery of the self, arcane ability, and other esoteric disciplines. Thakur Kharswan and his vast legion of advisors known as the Maurya-Rahm sponsor additional contests, like the Solemn Sky Duel of Masters, which draws combatants not just from across the Inner Sea region but from all parts of the world." + "Yet for all of Jalmeray's wonders, the nation's darker aspects burden the populace. In a land where the wondrous is commonplace, citizens often fall afoul of equally wondrous curses\u2014those who cannot rid themselves of these fell magics often have nowhere else to turn but a shunned, quarantined island to the north of Jalmeray's shores. Crueler still is the fate of those born with signs of taint from wicked asuras or rakshasas, as they are forced to work backbreaking and unsavory jobs such as cleaning sewage.", + "Trade has made Jalmeray unthinkably wealthy, but the nation is best known for its learning and philosophy. Academics melds with religion, with temples serving as bastions of learning and libraries boasting richly-illustrated copies of holy texts. Thousands of shrines dedicated to thousands of gods offer written guidance on the many paths to attain enlightenment. Prestigious schools for every way and walk of life can be found within Jalmeray's cities, from magic to poetry to political intrigue and seduction. Jalmeray's famous monasteries, collectively known as the Houses of Perfection, export doctrines of physical, mental, and spiritual development across Avistan, Casmaron, and Garund.", + "These Houses are also the center of Jalmeray's proud tradition of exemplary martial arts. Students from throughout the Inner Sea venture to Jalmeray to test themselves against the challenges offered by the Houses. Those who wish to prove their worthiness must succeed at a series of seemingly impossible trials against emissaries of the elements themselves: racing against the wind-swift speed of a djinni, wrestling the mountainous power of a shaitan, outwitting the flame-sharp wit of an efreeti, or performing other, similarly fantastical, tasks. Those elite few who complete these tasks are trained to push their bodies to the peak of physical and mental perfection, achieving spiritual balance and opening their minds to transcend the normal limits of mortal potential. Once every decade, the Houses of Perfection meet in friendly competition in a grand tournament called the Challenge of Sky and Heaven. Students compete in the schools of historical knowledge, swordplay, unarmed fighting techniques, mastery of the self, arcane ability, and other esoteric disciplines. Thakur Kharswan and his vast legion of advisors known as the Maurya-Rahm sponsor additional contests, like the Solemn Sky Duel of Masters, which draws combatants not just from across the Inner Sea region but from all parts of the world." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 80, + "page": 79, "name": "Mana Wastes", "entries": [ - "The warped wasteland between Nex and Geb bears the indelible scars of 14 centuries of arcane conflict. In ancient days, the region was renowned for its natural beauty, which inspired breathtaking artworks from the dwarves of Dongun Hold. The dwarves ruled the land surrounding their Sky Citadel for centuries without harassment by the god-kings of Osirion or the petty tyrants who ruled in their ruined colonies, but when the archmage Nex waged war with the necromancer Geb, Dongun Hold found itself wedged between two implacable enemies. Minor skirmishes blossomed into clashes between vast armies, legions of constructs, potent summoned monsters, and ravenous undead.", - "After centuries of shifting annexation by Geb or Nex, the dwarves of Dongun Hold withdrew into their Sky Citadel and collapsed the entrance to their imposing fortress, leaving their lands to be blasted into barren, arcane ruins.", - "From vast alchemical miasmas to chaotic eldritch storms to the unquiet souls of annihilated armies, the Mana Wastes swirl with unpredictable dangers seen nowhere else on Golarion. Rife with carnivorous plants, shattered-glass sandstorms, and poisonous fogs, the landscape itself seems singularly dedicated to destroying those who attempt to traverse or settle its tenacious wilderness.", - "To the west, in a sprawling region of dead magic, the Grand Duchy of Alkenstar provides the Mana Wastes' most secure sanctum, drawing not just traditional refugees, escaped slaves, and wanderers, but increasingly merchants, foreign diplomats, and dwarves seeking to reunite with their returned cousins at Dongun Hold. Those journeying to and from Alkenstar.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 80, - "name": "Relations", - "entries": [ - "The region's central conflict\u2014a millennium of warfare between the immortal wizard-kings Nex and Geb\u2014dwindled into détente centuries ago, leaving the two nations strongly positioned to defend themselves from anyone else who would dare try to defeat them. Thus the Impossible Lands are, for the moment, free of internal warfare, and while no one in Nex, Jalmeray, or Alkenstar wishes to get too cozy with Geb, the three get along well enough with one another to keep the region relatively peaceful." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 80, - "name": "MUTANT CALIKANG MANA WASTES The Arclords of Nex", - "entries": [ - "The Arclords of Nex trace their origins to the household servants and lesser apprentices of the great archmage, and in the 4 millennia since Nex abandoned Golarion, their power and influence has grown to spread throughout the Inner Sea region and beyond. The Arclords shape the politics of Nex's Council of Three and Nine, guide Absalom's next generation of spellcasters via the {@skill Arcana}mirium, and serve as ostensibly loyal advisors in courts from Oppara to Azir, advising affairs from Molthune's defense against the Whispering Tyrant to the most effective sea routes for opportunistic Shackles pirates. Those who dedicate themselves to the study of Nex's secret journals and handtranscribed original spellbooks can gain deep insight into the arcane secrets of Golarion and the Great Beyond, and these adepts often manifest and focus this knowledge in the form of a unique arcane eye." - ] - }, - "must endure not just the terrors of the Mana Wastes' unnatural environment, but also the predations of the magic-warped monstrosities who call the place home\u2014 rifle-toting mutants, spectral soldiers, murderously erratic constructs, and worse.", + "The warped wasteland between Nex and Geb bears the indelible scars of 14 centuries of arcane conflict. In ancient days, the region was renowned for its natural beauty, which inspired breathtaking artworks from the dwarves of Dongun Hold. The dwarves ruled the land surrounding their Sky Citadel for centuries without harassment by the god-kings of Osirion or the petty tyrants who ruled in their ruined colonies, but when the archmage Nex waged war with the necromancer Geb, Dongun Hold found itself wedged between two implacable enemies. Minor skirmishes blossomed into clashes between vast armies, legions of constructs, potent summoned monsters, and ravenous undead. After centuries of shifting annexation by Geb or Nex, the dwarves of Dongun Hold withdrew into their Sky Citadel and collapsed the entrance to their imposing fortress, leaving their lands to be blasted into barren, arcane ruins.", + "From vast alchemical miasmas to chaotic eldritch storms to the unquiet souls of annihilated armies, the Mana Wastes swirl with unpredictable dangers seen nowhere else on Golarion. Rife with carnivorous plants, shattered-glass sandstorms, and poisonous fogs, the landscape itself seems singularly dedicated to destroying those who attempt to traverse or settle its tenacious wilderness. To the west, in a sprawling region of dead magic, the Grand Duchy of Alkenstar provides the Mana Wastes' most secure sanctum, drawing not just traditional refugees, escaped slaves, and wanderers, but increasingly merchants, foreign diplomats, and dwarves seeking to reunite with their returned cousins at Dongun Hold. Those journeying to and from Alkenstar must endure not just the terrors of the Mana Wastes' unnatural environment, but also the predations of the magic-warped monstrosities who call the place home\u2014rifle-toting mutants, spectral soldiers, murderously erratic constructs, and worse.", "Further west, the Mana Wastes sweep upward from Alkenstar into the hills and mountains of the Western Ravage. Here, cloaked by the same energies that keep magic out of Alkenstar, dwell several tribes of mutated giants, ettins, and ogres, brutal creatures who make near-annual summer raids on the city-state and engage in violent struggles with one another when not focused on a mutual enemy. After decades of suffering at the hands of those wielding Alkenstar's firearms, the giants of the Western Ravage now find it necessary to finally crack open Dongun Hold and plunder its wealth. Their raids on the Gunworks have already yielded dozens of longarms, scores of pistols, and several cannons\u2014which the largest giants can wield like rifles.", "In the east, the lowlands sprawl into a gnarled wasteland of jagged tors and rocky dunes called the Spellscar Desert. Virtually devoid of water and baked with blistering heat by day, the inhospitable terrain abounds with shattered, otherworldly ruins predating the devastation of the wizard-kings' war. The mutated inhabitants of these forlorn ruins, their bodies wracked by the same arcane abominations that warped and twisted the landscape, mercilessly prey upon travelers foolhardy enough to cross the desert.", - "The dearth of magic allows some semblance of normality within Alkenstar's territory in the Western Ravage, but the Spellscar Desert is constantly devastated by churning currents of raw magic, supernatural storms, tears in the veil of reality, and other disastrous aftereffects of the nearly endless arcane cataclysms of wizardking warfare. These unusual effects warp both the land and its inhabitants, and occasionally bleed north up the Ustradi River or are blown across the plains of Geb and Nex upon uncharitable winds. Often these storms have no physical manifestation, but just as often they're accompanied by the march of pestilential ghost armies, cacophonous gibbering that echoes for hours, slicing rains of tiny metal shards, or other horrifying phenomena." + "The dearth of magic allows some semblance of normality within Alkenstar's territory in the Western Ravage, but the Spellscar Desert is constantly devastated by churning currents of raw magic, supernatural storms, tears in the veil of reality, and other disastrous aftereffects of the nearly endless arcane cataclysms of wizard-king warfare. These unusual effects warp both the land and its inhabitants, and occasionally bleed north up the Ustradi River or are blown across the plains of Geb and Nex upon uncharitable winds. Often these storms have no physical manifestation, but just as often they're accompanied by the march of pestilential ghost armies, cacophonous gibbering that echoes for hours, slicing rains of tiny metal shards, or other horrifying phenomena." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 81, + "page": 80, "name": "Nex", "entries": [ "The archmage Nex, an avid arcanist determined to make his mark in a world newly filled with opportunity, arose in the centuries following Osirion's withdrawal from its imperial holdings in eastern Garund. Fueled by the kind of ambition that gave the Age of Destiny its name, Nex perfected his arcane craft to gain dominion over the powerful city-state of Quantium, located at the mouth of the mighty Ustradi River. From this seat of power, Nex swiftly subjugated the neighboring cities of Ecanus and Oenopion, gathering his conquered realms into a new kingdom bearing his name.", - "Over the following centuries, Nex traveled the world and the Great Beyond, establishing important theories of magic that remain foundational to this day. He funneled the treasures claimed during his adventures back into his kingdom, training hundreds of eager wizards in the secrets of the arcane discoveries he plundered from other worlds. He used {@i wish}-level magics to improve his kingdom and protect it from harm. Confident in his successes, he continued to march his construct armies further south to the lush farmlands of an abandoned Osiriani farming colony\u2014 now the domain of the necromancer-lord Geb.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 81, - "name": "QUANTIUM EYE OF THE ARCLORDS", - "entries": [ - "The Arclords of Nex have achieved a unique mastery of magic.", - "Arclords of Nex.", - "You open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, and you can close it before then with a single action with the {@trait concentrate} trait. It can remain open for 2 minutes if you're a master in {@skill Arcana}, or 5 minutes if you're legendary. While the eye is open, you gain the following benefits: you gain the effects of the your Arcane Sense at the start of each of your turns without needing to cast the spell; you gain {@ability darkvision}; you gain a +2 status bonus to {@skill Perception} checks to {@action Seek} {@condition undetected} and {@condition hidden} creatures and to your {@skill Perception} DC against {@action Hide} and {@action Sneak}. After your third eye closes, you are {@condition dazzled} for an amount of time equal to how long you had it open." - ] - }, + "Over the following centuries, Nex traveled the world and the Great Beyond, establishing important theories of magic that remain foundational to this day. He funneled the treasures claimed during his adventures back into his kingdom, training hundreds of eager wizards in the secrets of the arcane discoveries he plundered from other worlds. He used {@i wish}-level magics to improve his kingdom and protect it from harm. Confident in his successes, he continued to march his construct armies further south to the lush farmlands of an abandoned Osiriani farming colony\u2014now the domain of the necromancer-lord Geb.", "The resulting relentless warfare between Nex and Geb spanned centuries, with each wizard extending his life and attempting to destroy the other through a series of increasingly catastrophic magical attacks. In one such escalation, Geb and his grim devotees conducted rituals that corrupted the rural lands of Nex, denuding its forests in an instant and forever blighting its plains. The wizards of Nex erected magical barriers to protect the cities, but the landscape beyond the city walls was reduced to wasteland. The ancient curses persist to this day, one of the worst of the many scars inflicted upon the world in the wizards' millennium-long conflict.", - "Ironically, destruction of the vast majority of his kingdom left Nex with more time to study and perfect his craft. He finally achieved true immortality when he created a personal demiplane at a flux point of multiversal energy, a domain of near-limitless power he called the Crux of Nex. Nex carved off a shard of the Crux to create the mile-tall Spire of Nex outside of Absalom, as well as the so-called Refuge of Nex, a supernatural haven he constructed in the basement dungeons of his personal palace, the Bandeshar. The Crux joined the Refuge and Spire into a vast, yet connected, multidimensional complex, and in 576 ar\u2014with a Gebbite army at Quantium's gates and vaporous banks of poison gas seeping through its streets\u2014Nex retreated into the Refuge, never to be seen again.", + "Ironically, destruction of the vast majority of his kingdom left Nex with more time to study and perfect his craft. He finally achieved true immortality when he created a personal demiplane at a flux point of multiversal energy, a domain of near-limitless power he called the Crux of Nex. Nex carved off a shard of the Crux to create the mile-tall Spire of Nex outside of Absalom, as well as the so-called Refuge of Nex, a supernatural haven he constructed in the basement dungeons of his personal palace, the Bandeshar. The Crux joined the Refuge and Spire into a vast, yet connected, multidimensional complex, and in 576 AR\u2014with a Gebbite army at Quantium's gates and vaporous banks of poison gas seeping through its streets\u2014Nex retreated into the Refuge, never to be seen again.", "In the centuries since, the rule of the nation has fallen to a succession of factions that purport to represent the departed archmage's plan for the subjects and projects he left behind. The contentious Council of Three and Nine attempts to maintain consensus between Nex's squabbling sects and has managed to keep Nex unconquered since the day its founder vanished.", "Open warfare with Geb decreased in the centuries following Nex's departure, and today the two nations maintain an uneasy standstill in their hostilities. The Arclords of Nex\u2014descendants of the wizard's apprentices and household servants who purport to possess his personal writings and thus best understand his desires\u2014claim that Nex would be appalled at the state of peace with his hated undead foe, pointing to the recent re-opening of the magical gates to the Refuge of Nex as a sure sign that the old conflict is about to reignite.", - "Nex's capital, Quantium, is a cosmopolitan metropolis with nearly 80,000 souls (not all of them mortal), monumental palaces, cloud-piercing spires, and teeming streets filled with all manner of humans joined by creatures that would be considered monsters elsewhere on Golarion. The Council of Three and Nine rules from the Bandeshar, and nervousness about what many interpret to be the imminent return of Nex himself is causing significant political rifts in the council that seem on the verge of metastasizing into a war of subterfuge.", - "Across the barren, outlaw-ravaged wasteland, the alchemists of Oenopion toil to create the eldritch elixirs and potions so important to the nation's economy. The squalid city claims an impressive golemworks and an ooze colony that dominates a vast miasmatic lake at the center of town, a sentient hivemind useful for potent divinations and the disposal of faulty magical items, botched golems, and enemies of the state. The sprawling, heavily fortified town of Ecanus is the hub of Nex's vast military.", - "Battlemages trained in warfare and tactical evocation form the backbone of the mobile force, reinforced by nightmarish beasts churned out by the city's monumental fleshforges." + "Nex's capital, Quantium, is a cosmopolitan metropolis with nearly 80,000 souls (not all of them mortal), monumental palaces, cloud-piercing spires, and teeming streets filled with all manner of humans joined by creatures that would be considered monsters elsewhere on Golarion. The Council of Three and Nine rules from the Bandeshar, and nervousness about what many interpret to be the imminent return of Nex himself is causing significant political rifts in the council that seem on the verge of metastasizing into a war of subterfuge. Across the barren, outlaw-ravaged wasteland, the alchemists of Oenopion toil to create the eldritch elixirs and potions so important to the nation's economy. The squalid city claims an impressive golemworks and an ooze colony that dominates a vast miasmatic lake at the center of town, a sentient hivemind useful for potent divinations and the disposal of faulty magical items, botched golems, and enemies of the state. The sprawling, heavily fortified town of Ecanus is the hub of Nex's vast military. Battlemages trained in warfare and tactical evocation form the backbone of the mobile force, reinforced by nightmarish beasts churned out by the city's monumental fleshforges." ] }, { @@ -2306,7 +2362,20 @@ "page": 82, "name": "Backgrounds", "entries": [ - "The following backgrounds are particularly suitable for characters from the Impossible Lands region." + "The following backgrounds are particularly suitable for characters from the Impossible Lands region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Alkenstar Tinker|lowg}", + "{@background Geb Crusader|lowg}", + "{@background Mana Wastes Refugee|lowg}", + "{@background Nexian Mystic|lowg}", + "{@background Oenopion Ooze-Tender|lowg}", + "{@background Perfection Seeker|lowg}", + "{@background Quick|lowg}" + ] + } ] }, { @@ -2316,133 +2385,221 @@ "name": "Student of Perfection", "entries": [ "You studied martial arts at Jalmeray's Houses of Perfection.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Student of Perfection Dedication|lowg}", + "{@feat Perfect Strike|lowg}", + "{@feat Perfect Ki Adept|lowg}" + ] + }, { "type": "pf2-h3", "source": "LOWG", "page": 83, "name": "Student of Perfection Focus Spells" + }, + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Perfect Strike|lowg}", + "{@spell Unblinking Flame Revelation|lowg}", + "{@spell Unbreaking Wave Advance|lowg}", + "{@spell Unfolding Wind Rush|lowg}", + "{@spell Untwisting Iron Buffer|lowg}" + ] } ] } ] }, { - "type": "pf2-h1", + "type": "section", + "blue": true, "source": "LOWG", "page": 84, - "name": "Mwangi Expanse", + "name": "Chapter 8: Mwangi Expanse", "entries": [ { - "type": "pf2-sidebar", + "type": "list", + "style": "list-hang-notitle", "source": "LOWG", "page": 84, - "name": "Nantambu (NG) Kibwe (CG) Mzali (LN) Vidrian (N) Senghor (CG) Usaro (CE) TIMELINE", - "entries": [ - "\u20133502 ar Old-Mage Jatembe and his Ten Magic Warriors return much lost knowledge to humanity within the Mwangi Expanse, particularly the art of wizardry.", - "\u20132556 ar The Shory Empire is founded.", - "\u20132323 ar Kho, the first of the Shory's flying cities, takes to the air.", - "\u20132289 ar Golden age of Shory begins.", - "\u2013632 ar The Tarrasque, greatest of Rovagug's Spawn, destroys the flying city of Kho.", - "\u2013507 ar Its citizens devastated by contact with creatures from the Dark Tapestry, the Shory flying city of Ulduvai crashes into the Shattered Range.", - "2089 ar Taldor's Sixth Army of Exploration attempts to annex the Mwangi Expanse, failing disastrously.", - "4138 ar Cheliax establishes the colony of Sargava on Garund's western coast.", - "4332 ar Pathfinder Durvin Gest casts Osibu's Nemesis Well and escapes the city with his memory intact.", - "4606 ar The massive hurricane known as the Eye of Abendego opens in the wake of Aroden's death, flooding the nations of Lirgen and Yamasa and creating the Sodden Lands.", - "4610 ar An invading force from Sargava marches to Mzali, only to be incinerated by the animated remains of the child-god Walkena.", - "4615 ar After evacuating their surviving citizens, Lirgen's entire cabal of ruling astrologers commits suicide.", - "4643 ar Paid by Sargava's Baron Grallus, various Free Captains fend off a Chelish fleet, establishing the colony's independence.", - "4684 ar The Gorilla King of Usaro sends an army through tunnels beneath the Shattered Range mountains." - ] - }, - "The Mwangi Expanse is a verdant region and a source of legends, tales, and rumors both inspiring and dire, but its inhabitants are not well known in the rest of the Inner Sea region. The Expanse is rich in beauty, art, and scholarship, and its people toil hard and develop cunning strategies to thrive in an oft-{@condition hostile} environment. It is a land where disparate cultures regularly cross paths and diverse peoples thrive even amid the region's many dangers.", - "The Mwangi is a region so bountiful and resource-rich that few are ever left hungry or wanting. {@action Ready} access to food, water, fiber, and precious materials enabled many of the first Mwangi people to establish their own communities, cities, and even nations in complete isolation from the wider world. The city-states and countries presented here are but a few of the most well known; many more communities exist in this immense jungle, some of which have gone centuries without contact with the rest of the Mwangi Expanse, let alone the larger Inner Sea region.", - { - "type": "pf2-h2", - "source": "LOWG", - "page": 87, - "name": "Bloodcove", - "entries": [ - "This decadent haven for piracy has only become more dangerous as it has grown more wealthy with ill-gotten riches. A political shakeup in the former nation of Sargava, now Vidrian, cut off the steady stream of bribes that kept the pirates near Bloodcove complacent. Lacking funds from Vidrian, the Free Captains have turned their eyes toward Bloodcove instead. The massive influx of Free Captains hungry for their own share of Bloodcove's wealth has caused a major disruption of power, with the Aspis Consortium\u2014a notorious trading ring based in Cheliax\u2014 finding it difficult to maintain its once-uncontested control of the city. Influence now swings between the current Aspis leaders and the encroaching Free Captains, leaving the rest of the populace caught in the cross-fire of the vying factions.", - "Further complicating the shadow war that regularly spills onto Bloodcove's city streets are the colonialist refugees from former Sargava who have begun to throng Bloodcove in the hopes of making a fresh start. The chaotic port is far from kind to newcomers, however. In Bloodcove, subterfuge and shady dealings are the only reliable ways to gain traction amid the ever-swirling social miasma. The city's poor have little to no chance of clawing their way out of the darkest, seediest parts of the Cove, and immigrants soon learn that the best way to gain any standing is to ally with either the Aspis Consortium or the Free Captains, though this often requires reevaluating one's moral values." - ] - }, - { - "type": "pf2-h2", - "source": "LOWG", - "page": 87, - "name": "Kibwe", - "entries": [ - "The city of Kibwe is a bastion of trade nestled in the jungles of the eastern Expanse. Since time immemorial, traders from the coast have met here with caravans coming through the Ndele Gap from Nex, Katapesh, and other nations to the east, exchanging goods in Kibwe's sprawling markets and trading news of far-off places. As a result of this mingling, Kibwe has grown not only large and prosperous, but also wildly diverse, with humans, elves, and gnomes rubbing shoulders with giants, lizardfolk, kobolds, and other uncommon peoples in the name of commerce. Bargaining is the highest form of art in this city, and as the old saying goes, \"If you can't find something in Kibwe, it doesn't want to be found.\" No one alive today can say for sure who built Kibwe's towering granite walls, though all agree that they predate Holy Xatramba, the lost nation that {@condition controlled} the city centuries ago before falling to demons. Rising thick and impregnable from the surrounding jungle, Kibwe's walls slope inward, their faces covered with thousands of ancient and often indecipherable runes. Inside, the city is a tangle of neighborhoods organized by nationality, ethnic group, or belief system, with firsttime visitors sometimes complaining that the predominant language changes every time one crosses the road. Fortunately, the same ancients who built Kibwe's walls also provided a valuable navigational aid: the Pillar-Watchers, soapstone statues.", + "items": [ { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 87, - "name": "JAHA", - "entries": [ - "to attack Alkenstar.", - "His forces make off with a number of firearms and the Gunworks' biggest bombard as a trophy. After years of attacks against Sargava's colonizers, the child-god Walkena sacks Kalabuto for the first time.", - "4710 ar Adventurers rediscover the city of Saventh-Yhi and slay the Gorilla King Ruthazek, causing massive disorder in Usaro.", - "4715 ar Native citizens overthrow Sargava's colonial government, returning it to local rule and renaming it Vidrian. Vidrian ends its protection payments to the Free Captains of the Shackles, provoking the pirates to attack the new nation.", - "4717 ar Vidrian withstands the Free Captains' retaliatory assault, cementing its place as a permanent nation and forcing the pirates to commit their raids on open waters." - ] + "type": "item", + "name": "Nations", + "entry": "Bloodcove, Kibwe, Mzali, Nantambu, Senghor, Usaro, Vidrian" }, - "and idols perched atop high columns. Often taking bizarre shapes\u2014tusked tigerpeople or featherless humanoid birds, always armed with swords and shields\u2014the idols are said to stand guard over the city, ready to come alive in the residents' time of greatest need. While locals differ on how much they believe the stories, all can agree that the Pillars act as valuable landmarks in a city where street signs can change languages a dozen times in an as many steps.", - "Kibwe maintains a strict neutrality in political affairs in the interest of greater trade. The city-state is governed by a council of representatives appointed by various clans and micro-communities. Public debates are common in the Adayenki Pavilion, a sacred and petal-strewn common space walled off from the bustle of the market by hanging tapestries and animal hides. Though this representative approach to democracy has historically resulted in a raucous but stable government, of late the council has been hard-pressed by forces both within and without. Since the council's recent decision to outlaw slavery, the neighborhood of Bekyar Block has roiled on the edge of violence as former slavers plot to reverse the ruling. At the same time, international traders like the Aspis Consortium constantly seek to promote unrest in order to assume control of the city's considerable mining claims, and the once-small Bwamandu Camp\u2014the neighborhood devoted to taking in refugees from Usaro\u2014has swollen with immigrants and threatens to overwhelm the city's resources. With so much pressure, it seems like only a matter of time until something breaks, and it's anyone's guess whether Kibwe's patchwork society will band together as one or come apart at the seams." + { + "type": "item", + "name": "Peoples", + "entry": "Elven, Garundi, Hafling, Mwangi, Taldan" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Elven}, {@language Garundi|lowg}, {@language Halfling}, {@language Mwangi}" + }, + { + "type": "item", + "name": "Factions", + "entry": "Aspis Consortium, {@deity Green Faith}, {@organization Magaambya}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Calistria}, {@deity Gozreh}, {@deity Norgorber}, {@deity Sarenrae}, {@deity Shelyn}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Books/Lore, Grain/Vegetables, Livestock/Hides, Lumber, Luxury Goods, Magic Items, Ores, Seafood, Ships, Textiles" + } ] }, { - "type": "pf2-h2", + "type": "pf2-sidebar", "source": "LOWG", - "page": 88, - "name": "Lake Ocota", - "entries": [ - "Travelers moving through the Mwangi do well to fear the beasts that live among the jungle's canopies and waterways. Some of the most treacherous examples of such monsters live in and around Lake Ocota, a massive body of water connecting most of the Mwangi's tributaries. However, even the threat of aquatic monstrosities cannot.", - { - "type": "pf2-sidebar", + "page": 86, + "name": "TIMELINE", + "entries": [ + "{@bold \u22123502 AR} Old-Mage Jatembe and his Ten Magic Warriors return much lost knowledge to humanity within the Mwangi Expanse, particularly the art of wizardry.", + "{@bold \u22122556 AR} The Shory Empire is founded.", + "{@bold \u22122323 AR} Kho, the first of the Shory's flying cities, takes to the air.", + "{@bold \u22122289 AR} Golden age of Shory begins.", + "{@bold \u2212632 AR} The Tarrasque, greatest of Rovagug's Spawn, destroys the flying city of Kho.", + "{@bold \u2212507 AR} Its citizens devastated by contact with creatures from the Dark Tapestry, the Shory flying city of Ulduvai crashes into the Shattered Range.", + "{@bold 2089 AR} Taldor's Sixth Army of Exploration attempts to annex the Mwangi Expanse, failing disastrously.", + "{@bold 4138 AR} Cheliax establishes the colony of Sargava on Garund's western coast.", + "{@bold 4332 AR} Pathfinder Durvin Gest casts the Lens of Galundari into Osibu's Nemesis Well and escapes the city with his memory intact.", + "{@bold 4606 AR} The massive hurricane known as the Eye of Abendego opens in the wake of Aroden's death, flooding the nations of Lirgen and Yamasa and creating the Sodden Lands.", + "{@bold 4610 AR} An invading force from Sargava marches to Mzali, only to be incinerated by the animated remains of the child-god Walkena.", + "{@bold 4615 AR} After evacuating their surviving citizens, Lirgen's entire cabal of ruling astrologers commits suicide.", + "{@bold 4643 AR} Paid by Sargava's Baron Grallus, various Free Captains fend off a Chelish fleet, establishing the colony's independence.", + "{@bold 4684 AR} The Gorilla King of Usaro sends an army through tunnels beneath the Shattered Range mountains to attack Alkenstar. His forces make off with a number of firearms and the Gunworks' biggest bombard as a trophy. After years of attacks against Sargava's colonizers, the child-god Walkena sacks Kalabuto for the first time.", + "{@bold 4710 AR} Adventurers rediscover the city of Saventh-Yhi and slay the Gorilla King Ruthazek, causing massive disorder in Usaro.", + "{@bold 4715 AR} Native citizens overthrow Sargava's colonial government, returning it to local rule and renaming it Vidrian. Vidrian ends its protection payments to the Free Captains of the Shackles, provoking the pirates to attack the new nation.", + "{@bold 4717 AR} Vidrian withstands the Free Captains' retaliatory assault, cementing its place as a permanent nation and forcing the pirates to commit their raids on open waters.", + { + "type": "pf2-title", "source": "LOWG", "page": 88, - "name": "ENOSHA", + "name": "NOTABLE FIGURES" + }, + "The following are key public figures in the region.", + { + "type": "entries", "entries": [ + "{@bold ENOSHA}", "One of the most influential councilors in Nantambu, Enosha is plagued by rumors of witchcraft or being part catfolk when he's well out of earshot." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 88, - "name": "AVARNEUS", + "type": "entries", "entries": [ + "{@bold AVARNEUS}", "A hero of the Vidrian revolution, Avarneus's presence on Vidrian's council is one of the major factors keeping the newly minted government united." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 88, - "name": "ISAARA", + "type": "entries", "entries": [ + "{@bold ISAARA}", "The uncrowned economic queen of the harbors of Senghor, Isaara has her hand in every shipment that enters or leaves the city's docks." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 88, - "name": "VERSENNE", + "type": "entries", "entries": [ + "{@bold VERSENNE}", "Versenne tirelessly leads the research of Lirgeni astrologers in Jaha and elsewhere who hope to put an end to the devastating Eye of Abendego." ] }, { - "type": "pf2-sidebar", + "type": "pf2-title", "source": "LOWG", - "page": 88, - "name": "NOTABLE FIGURES", - "entries": [ - "The following are key public figures in the region." + "page": 89, + "name": "ECONOMICS" + }, + "The Mwangi Expanse is rich in natural resources. Its fertile soil gives life to copious forests, abundant crops, and rare herbs and medicinal plants, while its mountain mines produce countless tons of ore and gems. Unfortunately, this wealth has as often been as much of a curse as a boon in recent centuries, as locals are forced to defend their claims against militant colonists from Avistan. Much trade with northern nations is concentrated along the western coast, where ports like Senghor host trading ships from around the Inner Sea, while inland Kibwe caters to overland trade caravans from eastern Garundi nations and Nantambu attracts scholars from across the globe. For the most part, while residents may capitalize on opportunities provided by foreign trade, settlements within the Expanse are largely self-sufficient, trading with immediate neighbors and relying little on foreign imports\u2014a fact that causes northern companies like the Aspis Consortium no end of frustration.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 90, + "name": "RELATIONS" + }, + "Without a unified government, the myriad cultures and cities of the Mwangi Expanse have an equally wide array of relationships with foreign nations and each other. In Nantambu and Kibwe, peaceful foreign traders are welcome regardless of their place of origin, while in Mzali non-Mwangi traders face execution or worse. Vidrian and other coastal nations maintain a well-earned hatred of both Cheliax\u2014which would love to retake its former colony\u2014and the Free Captains of the Shackles now that Vidrian no longer pays for protection.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 91, + "name": "THE TEN MAGIC WARRIORS" + }, + "Old-Mage Jatembe is widely regarded as one of the greatest spellcasters in history, having brought humanity out of the Age of Anguish following Earthfall by reintroducing the art of wizardry, but he didn't accomplish all his great deeds alone. Aiding him were the Ten Magic Warriors: powerful disciples dedicated to protecting the knowledge and people of Garund as civilization struggled to reassert itself. In his wisdom, Jatembe challenged his apprentices to give up everything for the sake of their mission, even their own identities, with each warrior wearing a golden mask bearing the visage of a different jungle animal. Stories of the magic warriors' exploits abound, such as how they defeated the King of Biting Ants to liberate the Doorway to the Red Star, or aided Jatembe in creating the Ring of Nine Facets. Most importantly, they acted as leaders and teachers for the people of the Mwangi Expanse, founding schools like the great Magaambya in Nantambu. In the end, they disappeared from history, leaving no tombs behind\u2014though scholars have found evidence that one of them, known as Black Heron, was the primary architect of the Shory Empire.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 92, + "name": "RAINKIN TATTOOS" + }, + "Mwangi orcs wear elaborate magical tattoos to protect themselves from demonic influence.", + { + "type": "list", + "items": [ + "{@item Blessed Tattoo|lowg}" ] }, - "keep the bravest and most foolhardy from attempting to lay claim to the lush fens, groves, and shorelines surrounding the lake. With the recent death of the Gorilla King distracting the shoreside city of Usaro, Lake Ocota has found itself overrun with entrepreneurs of all kinds.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 93, + "name": "INNER SEA ASTROLOGY" + }, + "Many different cultures around the Inner Sea practice astrology\u2014the art of reading portents and signs in the motions of the stars and planets. Less a religion than a science, the practice involves careful study and meticulous record keeping, and while some conventional astronomers denounce the tradition, they can't argue with the astrologers' sometimes surprisingly prescient predictions.", + "The most prominent constellations in Inner Sea astrology are those of the Cosmic Caravan. Astrologers split the night sky into 13 equal longitudinal sections for the 13 signs and use their positions in the sky to learn about both coming events and the traits of people born under them. From the beautiful Thrush to the sinister Follower, these signs are often associated with the Desna-worshipping Varisians or the ill-fated Saoc Brethren of Lirgen." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 85, + "name": "Mwangi Expanse", + "entries": [ + "The Mwangi Expanse is a verdant region and a source of legends, tales, and rumors both inspiring and dire, but its inhabitants are not well known in the rest of the Inner Sea region. The Expanse is rich in beauty, art, and scholarship, and its people toil hard and develop cunning strategies to thrive in an oft-hostile environment. It is a land where disparate cultures regularly cross paths and diverse peoples thrive even amid the region's many dangers.", + "The Mwangi is a region so bountiful and resource-rich that few are ever left hungry or wanting. Ready access to food, water, fiber, and precious materials enabled many of the first Mwangi people to establish their own communities, cities, and even nations in complete isolation from the wider world. The city-states and countries presented here are but a few of the most well known; many more communities exist in this immense jungle, some of which have gone centuries without contact with the rest of the Mwangi Expanse, let alone the larger Inner Sea region." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 86, + "name": "Bloodcove", + "entries": [ + "This decadent haven for piracy has only become more dangerous as it has grown more wealthy with ill-gotten riches. A political shakeup in the former nation of Sargava, now Vidrian, cut off the steady stream of bribes that kept the pirates near Bloodcove complacent. Lacking funds from Vidrian, the Free Captains have turned their eyes toward Bloodcove instead. The massive influx of Free Captains hungry for their own share of Bloodcove's wealth has caused a major disruption of power, with the Aspis Consortium\u2014a notorious trading ring based in Cheliax\u2014finding it difficult to maintain its once-uncontested control of the city. Influence now swings between the current Aspis leaders and the encroaching Free Captains, leaving the rest of the populace caught in the cross-fire of the vying factions.", + "Further complicating the shadow war that regularly spills onto Bloodcove's city streets are the colonialist refugees from former Sargava who have begun to throng Bloodcove in the hopes of making a fresh start. The chaotic port is far from kind to newcomers, however. In Bloodcove, subterfuge and shady dealings are the only reliable ways to gain traction amid the ever-swirling social miasma. The city's poor have little to no chance of clawing their way out of the darkest, seediest parts of the Cove, and immigrants soon learn that the best way to gain any standing is to ally with either the Aspis Consortium or the Free Captains, though this often requires reevaluating one's moral values." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 86, + "name": "Kibwe", + "entries": [ + "The city of Kibwe is a bastion of trade nestled in the jungles of the eastern Expanse. Since time immemorial, traders from the coast have met here with caravans coming through the Ndele Gap from Nex, Katapesh, and other nations to the east, exchanging goods in Kibwe's sprawling markets and trading news of far-off places. As a result of this mingling, Kibwe has grown not only large and prosperous, but also wildly diverse, with humans, elves, and gnomes rubbing shoulders with giants, lizardfolk, kobolds, and other uncommon peoples in the name of commerce. Bargaining is the highest form of art in this city, and as the old saying goes, \"If you can't find something in Kibwe, it doesn't want to be found.\"", + "No one alive today can say for sure who built Kibwe's towering granite walls, though all agree that they predate Holy Xatramba, the lost nation that controlled the city centuries ago before falling to demons. Rising thick and impregnable from the surrounding jungle, Kibwe's walls slope inward, their faces covered with thousands of ancient and often indecipherable runes. Inside, the city is a tangle of neighborhoods organized by nationality, ethnic group, or belief system, with first-time visitors sometimes complaining that the predominant language changes every time one crosses the road. Fortunately, the same ancients who built Kibwe's walls also provided a valuable navigational aid: the Pillar-Watchers, soapstone statues and idols perched atop high columns. Often taking bizarre shapes\u2014tusked tiger-people or featherless humanoid birds, always armed with swords and shields\u2014the idols are said to stand guard over the city, ready to come alive in the residents' time of greatest need. While locals differ on how much they believe the stories, all can agree that the Pillars act as valuable landmarks in a city where street signs can change languages a dozen times in an as many steps.", + "Kibwe maintains a strict neutrality in political affairs in the interest of greater trade. The city-state is governed by a council of representatives appointed by various clans and micro-communities. Public debates are common in the Adayenki Pavilion, a sacred and petal-strewn common space walled off from the bustle of the market by hanging tapestries and animal hides. Though this representative approach to democracy has historically resulted in a raucous but stable government, of late the council has been hard-pressed by forces both within and without. Since the council's recent decision to outlaw slavery, the neighborhood of Bekyar Block has roiled on the edge of violence as former slavers plot to reverse the ruling. At the same time, international traders like the Aspis Consortium constantly seek to promote unrest in order to assume control of the city's considerable mining claims, and the once-small Bwamandu Camp\u2014the neighborhood devoted to taking in refugees from Usaro\u2014has swollen with immigrants and threatens to overwhelm the city's resources. With so much pressure, it seems like only a matter of time until something breaks, and it's anyone's guess whether Kibwe's patchwork society will band together as one or come apart at the seams." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 87, + "name": "Lake Ocota", + "entries": [ + "Travelers moving through the Mwangi do well to fear the beasts that live among the jungle's canopies and waterways. Some of the most treacherous examples of such monsters live in and around Lake Ocota, a massive body of water connecting most of the Mwangi's tributaries. However, even the threat of aquatic monstrosities cannot keep the bravest and most foolhardy from attempting to lay claim to the lush fens, groves, and shorelines surrounding the lake. With the recent death of the Gorilla King distracting the shoreside city of Usaro, Lake Ocota has found itself overrun with entrepreneurs of all kinds.", "Would-be settlers from across the Mwangi city-states, refugees from former Sargava, and colonialists from distant, resource-hungry kingdoms have swarmed Lake Ocota in hopes of seizing some of the land for themselves. The region is now a hotbed of strife. Settlers clash with one another, the local orcs struggle to remain in their homeland, and demon-tainted forces from Usaro vie to reestablish their haunted city's foothold in the region.", "Lake Ocota's resident orc tribes long ago learned how to deal with the region's dangers and fought hard to establish their own settlements. These orcs have plenty of experience with dealing with Usaro's warriors and have even devised magical tattoos to ward themselves from Usaro's demonic influences. Now, the orcs must struggle tusk-and-nail to protect their homeland." ] @@ -2450,176 +2607,112 @@ { "type": "pf2-h2", "source": "LOWG", - "page": 89, + "page": 88, "name": "Mzali", "entries": [ - "The temple-city of Mzali was once the center of an ancient empire ruled by semidivine sun-kings. Long ago, a powerful group of shamans called the Council of Mwanyisa successfully toppled the monarchy\u2014yet the shamans were unable to hold the state together. Under their rule, the empire crumbled, until by the Age of Lost Omens they barely {@condition controlled} even the half-empty capital city.", - "Given time, Mzali might eventually have been abandoned. Yet a century ago, members of the council received a vision prophesying the empire's rebirth. Soon after, while delving into one of the city's many {@condition hidden} tombs, they discovered a child-mummy dressed in the garments of a sun-king. Ancient texts proclaimed the mummy Walkena, a legendary child-god who commanded magic beyond anything the shamans could imagine. The council promptly put this relic of their ancient power on public display, yet the resulting flood of local pilgrims to the city\u2014and stories of fabulous treasures discovered alongside the mummy\u2014drew the attention of Chelish colonists in Kalabuto. The colonists attacked Mzali only to be utterly immolated as the mummy miraculously sprang to life and called down fire from the sky.", + "The temple-city of Mzali was once the center of an ancient empire ruled by semi-divine sun-kings. Long ago, a powerful group of shamans called the Council of Mwanyisa successfully toppled the monarchy\u2014yet the shamans were unable to hold the state together. Under their rule, the empire crumbled, until by the Age of Lost Omens they barely controlled even the half-empty capital city.", + "Given time, Mzali might eventually have been abandoned. Yet a century ago, members of the council received a vision prophesying the empire's rebirth. Soon after, while delving into one of the city's many hidden tombs, they discovered a child-mummy dressed in the garments of a sun-king. Ancient texts proclaimed the mummy Walkena, a legendary child-god who commanded magic beyond anything the shamans could imagine. The council promptly put this relic of their ancient power on public display, yet the resulting flood of local pilgrims to the city\u2014and stories of fabulous treasures discovered alongside the mummy\u2014drew the attention of Chelish colonists in Kalabuto. The colonists attacked Mzali only to be utterly immolated as the mummy miraculously sprang to life and called down fire from the sky.", "Since his triumphant return, Walkena has ruled Mzali absolutely, with the Council of Mwanyisa reduced to an advisory role. Beneath his undead gaze, the city buzzes once more with the life. Thousands of Mwangi have flocked to serve Walkena, bolstered by the child-god's public mission to drive out northern colonizers and unite the Expanse under his own flag. Yet this rebirth of home rule is a double-edged sword, for Walkena's policies are far from progressive. Cruel and powerful, the mummy shows blatant favoritism to his supporters and sentences any who question him to the horrific and fatal Punishment of Seven Angry Suns. Trade with non-Mwangi is banned, and anyone found associating with outsiders without explicit permission is labeled a traitor. These pressures\u2014combined with the fact that the new state of Vidrian recently managed to overthrow its colonialist regime without Walkena's help\u2014have recently drawn many Mzali citizens away from the city, enraging their ruler and resulting in rumors that the child-god may be planning an attack against Vidrian. This tension has only intensified in the presence of the Bright Lions, a group of Mzali insurgents who seek to overthrow Walkena and return their city to the people.", - "Located on the banks of the Pasuango River, deep in the Mwangi's remote southern plains, Mzali is a sprawling mass of cathedrals and monuments that become reflected in the water that covers the streets every monsoon season. Knotted trees wrap massive roots around thick curtain walls and stone temple complexes, their shapes often integrated into the architecture, with most major structures surrounded by moats for protection and drainage. In the center of the city, Walkena's Temple of the Deathless Child towers above nearby buildings, yet the city is awash in ancient shrines to entities both contemporary and forgotten, some in active use and others.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 89, - "name": "MZALI ECONOMICS", - "entries": [ - "The Mwangi Expanse is rich in natural resources. Its fertile soil gives life to copious forests, abundant crops, and rare herbs and medicinal plants, while its mountain mines produce countless tons of ore and gems. Unfortunately, this wealth has as often been as much of a curse as a boon in recent centuries, as locals are forced to defend their claims against militant colonists from Avistan.", - "Much trade with northern nations is concentrated along the western coast, where ports like Senghor host trading ships from around the Inner Sea, while inland Kibwe caters to overland trade caravans from eastern Garundi nations and Nantambu attracts scholars from across the globe. For the most part, while residents may capitalize on opportunities provided by foreign trade, settlements within the Expanse are largely selfsufficient, trading with immediate neighbors and relying little on foreign imports\u2014a fact that causes northern companies like the Aspis Consortium no end of frustration." - ] - }, - "co-opted to house markets or tenements. As much a necropolis as a holy city, Mzali also holds dozens of burial mounds: pyramidal tombs dug deep into the earth with only the capstones visible, the rest of the monuments {@condition hidden} beneath the foundations of other structures. Walkena himself was discovered in one such burial mound, and despite the danger, opportunistic grave robbers still occasionally sneak past the city's checkpoints in hopes of harvesting valuable relics from these unplumbed crypts." + "Located on the banks of the Pasuango River, deep in the Mwangi's remote southern plains, Mzali is a sprawling mass of cathedrals and monuments that become reflected in the water that covers the streets every monsoon season. Knotted trees wrap massive roots around thick curtain walls and stone temple complexes, their shapes often integrated into the architecture, with most major structures surrounded by moats for protection and drainage. In the center of the city, Walkena's Temple of the Deathless Child towers above nearby buildings, yet the city is awash in ancient shrines to entities both contemporary and forgotten, some in active use and others co-opted to house markets or tenements. As much a necropolis as a holy city, Mzali also holds dozens of burial mounds: pyramidal tombs dug deep into the earth with only the capstones visible, the rest of the monuments hidden beneath the foundations of other structures. Walkena himself was discovered in one such burial mound, and despite the danger, opportunistic grave robbers still occasionally sneak past the city's checkpoints in hopes of harvesting valuable relics from these unplumbed crypts." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 90, + "page": 89, "name": "Nantambu", "entries": [ - "Sometimes called the Song-Wind City for the cheerful chimes of colored glass that hang from its every building, Nantambu is a bastion of peace and sophistication.", - "Canals from the Vanji River carry water not just to the city but through it, demarcating districts in great curving lines topped by graceful, arching bridges.", - "In Nantambu's cosmopolitan markets, spices and magic from across the Expanse flow freely\u2014yet the city needs no defensive walls, nor standing armies, for it is guarded by something far more powerful than stone or steel.", - "Founded by a legendary magician known as Old-Mage Jatembe, the Magaambya is the oldest academy of arcane magic in the Inner Sea region, and perhaps on all of Golarion. Looming over the city's lesser stone buildings, the academy's ring of 10 terraced towers form Nantambu's heart, each decorated with a massive mosaic of one of the legendary Ten Magic Warriors. Students from around the world come to study in its storied halls, focusing primarily on the meticulous art of wizardry. Teaching styles within the school vary greatly; some professors teach only through didactic oral traditions, while others promote the study of ancient texts\u2014many penned by Old-Mage Jatembe and his disciples. The academy's teachers are notorious for sojourning in far-off lands and visiting scholars in other nations, meaning students must sometimes travel great distances to access particular mentors. The university also encourages fieldwork, and at any given time there are more tenured professors conducting research in the far corners of the world than in the school itself. Such professors often send their favorite students abroad to secure\u2014or uncover\u2014the ruins or artifacts they hope to study. In the Magaambya, it's said that a wizard learns both by reading and by doing\u2014a philosophy sometimes termed \"the Word and the Way\"\u2014 and thus to shut oneself off from the world in perpetual study is at best counterproductive, and at worst miserly. In Jatembe's tradition, study is ultimately less important than using what you learn to serve others.", - "The Magaambyan emphasis on service is the source of Nantambu's strength, with the resident mages ensuring that no invading force has ever managed to come within 20 miles of the city. This protection extends to neighboring villages as well, and despite no formal agreements of fealty, more than a hundred such settlements gladly and gratefully pay tribute to the city. Supported by the college's faculty, Nantambu's governing council of elected magistrate-mayors presides over the city and surrounding territory, using the famous {@i Watcher's Stone }of Nantambiyan Tower to keep magical tabs on Usaro and other threats in the region.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 90, - "name": "SENGHOR GUARD RELATIONS", - "entries": [ - "Without a unified government, the myriad cultures and cities of the Mwangi Expanse have an equally wide array of relationships with foreign nations and each other. In Nantambu and Kibwe, peaceful foreign traders are welcome regardless of their place of origin, while in Mzali non-Mwangi traders face execution or worse. Vidrian and other coastal nations maintain a wellearned hatred of both Cheliax\u2014which would love to retake its former colony\u2014 and the Free Captains of the Shackles now that Vidrian no longer pays for protection." - ] - }, - "Yet Nantambu is far more than just an outgrowth of the Magaambya. Its reputation for scholarship has led to the establishment of many other prominent schools, teaching everything from science and smithing to Mwangi martial traditions.", - "Small wonder, then, that the city should also host the largest Pathfinder Lodge in the Expanse. Famously accepting of strangers, Nantambu's populace boasts dozens of different ancestries, from Ekujae elves to Jaha lizardfolk, gnolls to catfolk. Here one can find even the most reclusive of Mwangi peoples, such as the shy anadi, many-eyed goloma, bone-feathered shisks, or inevitable-worshipping conrasu with their elaborate biological machines and living wooden exoskeletons. Regardless of their strangeness, all entities of goodwill are welcome in the Song-Wind City. This hospitality has only increased in the wake of the recent Lake Ocota land rushes, and each passing year sees the city grow more secure in its position as the cultural heart of the Expanse." + "Sometimes called the Song-Wind City for the cheerful chimes of colored glass that hang from its every building, Nantambu is a bastion of peace and sophistication. Canals from the Vanji River carry water not just to the city but through it, demarcating districts in great curving lines topped by graceful, arching bridges. In Nantambu's cosmopolitan markets, spices and magic from across the Expanse flow freely\u2014yet the city needs no defensive walls, nor standing armies, for it is guarded by something far more powerful than stone or steel.", + "Founded by a legendary magician known as Old-Mage Jatembe, the Magaambya is the oldest academy of arcane magic in the Inner Sea region, and perhaps on all of Golarion. Looming over the city's lesser stone buildings, the academy's ring of 10 terraced towers form Nantambu's heart, each decorated with a massive mosaic of one of the legendary Ten Magic Warriors. Students from around the world come to study in its storied halls, focusing primarily on the meticulous art of wizardry. Teaching styles within the school vary greatly; some professors teach only through didactic oral traditions, while others promote the study of ancient texts\u2014many penned by Old-Mage Jatembe and his disciples. The academy's teachers are notorious for sojourning in far-off lands and visiting scholars in other nations, meaning students must sometimes travel great distances to access particular mentors. The university also encourages fieldwork, and at any given time there are more tenured professors conducting research in the far corners of the world than in the school itself. Such professors often send their favorite students abroad to secure\u2014or uncover\u2014the ruins or artifacts they hope to study. In the Magaambya, it's said that a wizard learns both by reading and by doing\u2014a philosophy sometimes termed \"the Word and the Way\"\u2014and thus to shut oneself off from the world in perpetual study is at best counterproductive, and at worst miserly. In Jatembe's tradition, study is ultimately less important than using what you learn to serve others.", + "The Magaambyan emphasis on service is the source of Nantambu's strength, with the resident mages ensuring that no invading force has ever managed to come within 20 miles of the city. This protection extends to neighboring villages as well, and despite no formal agreements of fealty, more than a hundred such settlements gladly and gratefully pay tribute to the city. Supported by the college's faculty, Nantambu's governing council of elected magistrate-mayors presides over the city and surrounding territory, using the famous {@i Watcher's Stone} of Nantambiyan Tower to keep magical tabs on Usaro and other threats in the region.", + "Yet Nantambu is far more than just an outgrowth of the Magaambya. Its reputation for scholarship has led to the establishment of many other prominent schools, teaching everything from science and smithing to Mwangi martial traditions. Small wonder, then, that the city should also host the largest Pathfinder Lodge in the Expanse. Famously accepting of strangers, Nantambu's populace boasts dozens of different ancestries, from Ekujae elves to Jaha lizardfolk, gnolls to catfolk. Here one can find even the most reclusive of Mwangi peoples, such as the shy anadi, many-eyed goloma, bone-feathered shisks, or inevitable-worshipping conrasu with their elaborate biological machines and living wooden exoskeletons. Regardless of their strangeness, all entities of goodwill are welcome in the Song-Wind City. This hospitality has only increased in the wake of the recent Lake Ocota land rushes, and each passing year sees the city grow more secure in its position as the cultural heart of the Expanse." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 91, + "page": 90, "name": "Senghor", "entries": [ "The city-state of Senghor has had to make significant changes as of late, most notably due to the overthrow of Sargava and subsequent establishment of Vidrian. Previously, Senghor had a degree of importance as one of the Mwangi's few remaining safe trade hubs and home of the Expanse's most powerful navy. With the fall of Sargava's colonial regime, however, some of that protection is gone, since the Free Captains who once made a tidy profit from Sargava's bribes now raid the waters around Senghor to compensate for their losses, making trade with former partners difficult. Senghor's defensive fortifications and dozens of navy ships have kept these pirates from reaching the city proper, but anyone hoping to trade with Senghor nowadays must first wind their way through Free Captain blockades\u2014a risk few are willing to take.", - "The dominant people of Senghor, called Caldaru, are unique to this city and have a distinctly different appearance from other Mwangi peoples. They are relatively tall, with green eyes and skin tones that range from olive to dark tan.", - "Their dialect includes several unique words and phrases not found in any other Mwangi tongue. Senghoran mythology suggests that the Caldaru trace their lineage to a Garundi ancestry that no longer exists, and the unique architecture of the city only reinforces this legend.", + "The dominant people of Senghor, called Caldaru, are unique to this city and have a distinctly different appearance from other Mwangi peoples. They are relatively tall, with green eyes and skin tones that range from olive to dark tan. Their dialect includes several unique words and phrases not found in any other Mwangi tongue. Senghoran mythology suggests that the Caldaru trace their lineage to a Garundi ancestry that no longer exists, and the unique architecture of the city only reinforces this legend.", "Though Senghor once willingly traded with Sargava, the Caldaru have no interest in allowing strangers to gain a foothold in their city, so it was no surprise when they aided the Sargavan revolution to repel the Chelish colonialists. To keep things agreeable between Senghor and the new nation of Vidrian, the two have cemented a very tentative alliance, the goal of which is to keep colonizers from retaking Vidrian and to prevent any possibility of such outsiders gaining influence in Senghor. The alliance also establishes several trade and naval agreements, with the terms benefiting Senghor more than Vidrian. The people of Vidrian were grateful for Senghor's help in their young nation's earliest days, but as it has grown into its independence its citizens have begun to protest the unbalanced terms of the deal. Vidrian's leaders are pressuring Senghor in hopes of reworking the terms of agreement, but Senghor has yet to give in to these demands, heightening tensions between the two powers." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 91, + "page": 90, "name": "Usaro", "entries": [ - "The grim city of Usaro looms over the delta where the Blood River meets Lake Ocota. Its ancient white ziggurats are adorned with grisly decorations made from the remains of the nation's enemies and its crumbling spires overflow with captured prisoners and slaves. Usaro was once ruled by the Gorilla King, the most favored servant of the demon lord Angazhan, but when adventurers killed the Gorilla King, the city fell to chaos. Many of the Gorilla King's minions\u2014including his derhii lieutenants, gigantopithecus advisors, and charau-ka foot soldiers, scrambled to.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 91, - "name": "KHO THE TEN MAGIC WARRIORS", - "entries": [ - "Old-Mage Jatembe is widely regarded as one of the greatest spellcasters in history, having brought humanity out of the Age of Anguish following Earthfall by reintroducing the art of wizardry, but he didn't accomplish all his great deeds alone.", - "Aiding him were the Ten Magic Warriors: powerful disciples dedicated to protecting the knowledge and people of Garund as civilization struggled to reassert itself.", - "In his wisdom, Jatembe challenged his apprentices to give up everything for the sake of their mission, even their own identities, with each warrior wearing a golden mask bearing the visage of a different jungle animal. Stories of the magic warriors' exploits abound, such as how they defeated the King of Biting Ants to liberate the Doorway to the Red Star, as leaders and teachers for the people of the Mwangi Expanse, founding schools like the great Magaambya in Nantambu.", - "In the end, they disappeared from history, leaving no tombs behind\u2014though scholars have found evidence that one of them, known as Black Heron, was the primary architect of the Shory Empire." - ] - }, - "fill the power vacuum. After several months of infighting, Kallijae elves descended upon the city, taking advantage of the disorder to liberate hundreds of the city's captives. A subsequent orc raid further splintered the city's populace, and when the orcs seized Usaro's totem of Angazhan, a minor artifact kept within the city's palace, many of the survivors claimed that the city had lost Angazhan's blessing.", + "The grim city of Usaro looms over the delta where the Blood River meets Lake Ocota. Its ancient white ziggurats are adorned with grisly decorations made from the remains of the nation's enemies and its crumbling spires overflow with captured prisoners and slaves. Usaro was once ruled by the Gorilla King, the most favored servant of the demon lord Angazhan, but when adventurers killed the Gorilla King, the city fell to chaos. Many of the Gorilla King's minions\u2014including his derhii lieutenants, gigantopithecus advisors, and charau-ka foot soldiers, scrambled to fill the power vacuum. After several months of infighting, Kallijae elves descended upon the city, taking advantage of the disorder to liberate hundreds of the city's captives. A subsequent orc raid further splintered the city's populace, and when the orcs seized Usaro's totem of Angazhan, a minor artifact kept within the city's palace, many of the survivors claimed that the city had lost Angazhan's blessing.", "While the city remains in a chaotic state, a burgeoning faction seeks to unite Usaro and destroy the city's enemies. Led by a Mwangi warrior and Angazhan worshipper named Shosenbe, the group calls itself the Chosen and promises to bring vengeance against the Kallijae and orc tribes. The Chosen have so far deflected further raids on the city. However, Shosenbe is reticent about his motives and allegiances, and some wonder if he truly has ties to the demon lord Angazhan or is following his own agenda." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 92, + "page": 91, "name": "Vidrian", "entries": [ "The colonial nation of Sargava faced many hardships over the past few decades, ranging from isolation from its parent nation of Cheliax to constant financial extortion by the Free Captains of the Shackles. After years of constant adversity, the locals finally chose to enact change in their lands. What began as a small revolt by Mwangi servants and slaves soon became a complete overthrow of the nation's overlords. Some of the colonists, now several generations removed from the golden age of Cheliax and disdainful of the state of Sargava at the hands of their kin, found camaraderie among the Mwangi peoples and chose to fight alongside them.", - "The rebelling forces soon grew to massive numbers and were able to take the capital of Eleder with relative ease, displacing the domineering Baron Utilinus.", - "Unfortunately, the rebels also had to contend with the Free Captains who had been exploiting the region. Not content to lose their easy stream of revenue in the form of protection money from Sargava, the Free Captains waged a bloody battle against the rebels, an ordeal that lasted for over a year. After countless engagements and a hastily written alliance with Senghor, the combined forces of the Mwangi and turncoat colonists successfully drove off the pirates. With the Free Captains routed, the lands became the new nation of Vidrian in 4717 ar.", - "Today, Vidrian's people work hard to use the advantages and resources that originally drew Cheliax to colonize the region to bring the country closer to economic stability. Some use the ships seized from defeated Free Captains to trade along the western coast of Garund.", - "Ambassadors have set out into the greater Inner Sea region to help establish diplomatic ties; they've already found success in Absalom, Andoran, Osirion, and Ravounel, and their progress shows no signs of slowing.", - "The scars of colonization still burden the nation. Having just toppled the former rulers of Sargava, the people of Vidrian are all too aware of how easily their fledgling society could be reconquered. While all Vidrics agree that steps must be taken to rebuild their country's economy and protect the Mwangi Expanse from being colonized again, such.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 92, - "name": "RAINKIN TATTOOS", - "entries": [ - "Mwangi orcs wear elaborate magical tattoos to protect themselves from demonic influence.", - "You can activate the tattoo as a reaction instead of a two-action activity, triggered when a demon attacks you or you attempt a saving throw against a demon's ability." - ] - }, - "noble goals are easier said than done. The government of Vidrian is a pragmatic collective of disparate influential powers, each with a differing idea on how to guide the country forward, and their disagreements sometimes lead to disorganized gridlock. Diplomatic overtures aimed at other Mwangi nations have been met with reluctance, as these long self-sufficient city-states have little desire to give up their complete independence. The alliance between Senghor and Vidrian remains untested, and Vidrian's other allies, such as the spiderlike anadi, are reluctant to make military commitments. Worse, Vidrian's nearest neighbor, the powerful state of Mzali, seems more inclined to view the new nation as a potential threat rather than an ally.", + "The rebelling forces soon grew to massive numbers and were able to take the capital of Eleder with relative ease, displacing the domineering Baron Utilinus. Unfortunately, the rebels also had to contend with the Free Captains who had been exploiting the region. Not content to lose their easy stream of revenue in the form of protection money from Sargava, the Free Captains waged a bloody battle against the rebels, an ordeal that lasted for over a year. After countless engagements and a hastily written alliance with Senghor, the combined forces of the Mwangi and turncoat colonists successfully drove off the pirates. With the Free Captains routed, the lands became the new nation of Vidrian in 4717 AR.", + "Today, Vidrian's people work hard to use the advantages and resources that originally drew Cheliax to colonize the region to bring the country closer to economic stability. Some use the ships seized from defeated Free Captains to trade along the western coast of Garund. Ambassadors have set out into the greater Inner Sea region to help establish diplomatic ties; they've already found success in Absalom, Andoran, Osirion, and Ravounel, and their progress shows no signs of slowing.", + "The scars of colonization still burden the nation. Having just toppled the former rulers of Sargava, the people of Vidrian are all too aware of how easily their fledgling society could be reconquered. While all Vidrics agree that steps must be taken to rebuild their country's economy and protect the Mwangi Expanse from being colonized again, such noble goals are easier said than done. The government of Vidrian is a pragmatic collective of disparate influential powers, each with a differing idea on how to guide the country forward, and their disagreements sometimes lead to disorganized gridlock. Diplomatic overtures aimed at other Mwangi nations have been met with reluctance, as these long self-sufficient city-states have little desire to give up their complete independence. The alliance between Senghor and Vidrian remains untested, and Vidrian's other allies, such as the spiderlike anadi, are reluctant to make military commitments. Worse, Vidrian's nearest neighbor, the powerful state of Mzali, seems more inclined to view the new nation as a potential threat rather than an ally.", "The folk of Vidrian are a coalition of disparate Mwangi peoples, united under a common history, cause, and banner. A sizable population of former Sargavan colonists also remains in the nation, protected by law from retaliation. While their aid in the rebellion against their fellows and the Free Captains earned them citizenship, the stark change in Vidric culture that occurred after the Mwangi natives regained control of their land has resulted in a new source of friction between these two groups." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 93, + "page": 92, "name": "Other Mwangi Locations", "entries": [ "The Mwangi Expanse teems with small nations and clans that each have their own unique culture and traditions. Below are a few more of the Expanse's most prominent settlements and regions.", { "type": "pf2-h3", "source": "LOWG", - "page": 93, - "name": "Jaha", + "page": 92, + "name": "JAHA", "entries": [ - "Unknown architects constructed this massive walled city long before Earthfall. The ruins were a point of fascination for the Lirgeni astrologers who originally came to Jaha after the Eye of Abendego destroyed their homes. Xenophobic and insular, these cultish stargazers traded only reluctantly with outsiders, even other Lirgeni. Two years ago, a coalition of Lirgeni kinfolk and lizardfolk astrologers from the Sodden Lands arrived at Jaha's gates, ready to force the issue and make the city's residents share their secrets. To their surprise, however, they found Jaha empty, its occupiers inexplicably absent.", - "Unnerved but undaunted, the coalition settled into the abandoned ruins, throwing open Jaha's doors for the first time in generations. Today, adventuring scholars are welcome to help the new residents decipher the city's many mysteries, particularly the disappearance of the previous Lirgeni occupants. While theories abound, many believe it may have something to do with the strange marker stones erected at various points around the city, or the miles of uncatalogued tunnels beneath its streets." + "Unknown architects constructed this massive walled city long before Earthfall. The ruins were a point of fascination for the Lirgeni astrologers who originally came to Jaha after the Eye of Abendego destroyed their homes. Xenophobic and insular, these cultish stargazers traded only reluctantly with outsiders, even other Lirgeni. Two years ago, a coalition of Lirgeni kinfolk and lizardfolk astrologers from the Sodden Lands arrived at Jaha's gates, ready to force the issue and make the city's residents share their secrets. To their surprise, however, they found Jaha empty, its occupiers inexplicably absent. Unnerved but undaunted, the coalition settled into the abandoned ruins, throwing open Jaha's doors for the first time in generations. Today, adventuring scholars are welcome to help the new residents decipher the city's many mysteries, particularly the disappearance of the previous Lirgeni occupants. While theories abound, many believe it may have something to do with the strange marker stones erected at various points around the city, or the miles of uncatalogued tunnels beneath its streets." ] }, { "type": "pf2-h3", "source": "LOWG", - "page": 93, - "name": "Mualijae Nations", - "entries": [ - "Once part of a united kingdom, three major nations of Mwangi elves, known collectively as the Mualijae," - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 93, - "name": "MUALIJAE ELVES OSIBU INNER SEA ASTROLOGY", + "page": 92, + "name": "MUALIJAE NATIONS", "entries": [ - "Many different cultures around the Inner Sea practice astrology\u2014the art of reading portents and signs in the motions of the stars and planets. Less a religion than a science, the practice involves careful study and meticulous record keeping, and while some conventional astronomers denounce the tradition, they can't argue with the astrologers' sometimes surprisingly prescient predictions.", - "The most prominent constellations in Inner Sea astrology are those of the Cosmic Caravan. Astrologers split the night sky into 13 equal longitudinal sections for the 13 signs and use their positions in the sky to learn about both coming events and the traits of people born under them. From the beautiful Thrush to the sinister Follower, these signs are often associated with the Desna-worshipping Varisians or the ill-fated Saoc Brethren of Lirgen." + "Once part of a united kingdom, three major nations of Mwangi elves, known collectively as the Mualijae, dwell within the jungles of the Mwangi Expanse. In the west, the militant Ekujae serve as feared and revered guardians of the forest, locked in a decade-long guerrilla war with the Aspis Consortium. In the northwest, the Kallijae have long fought to protect local inhabitants\u2014both elven and otherwise\u2014from the predations of Usaro's raiding bands. The Alijae of the northern jungles defend the elven ruins of Nagisa, the White City, from those ignorant explorers who would risk unleashing its entrapped evils." ] }, - "dwell within the jungles of the Mwangi Expanse. In the west, the militant Ekujae serve as feared and revered guardians of the forest, locked in a decade-long guerrilla war with the Aspis Consortium. In the northwest, the Kallijae have long fought to protect local inhabitants\u2014both elven and otherwise\u2014from the predations of Usaro's raiding bands. The Alijae of the northern jungles defend the elven ruins of Nagisa, the White City, from those ignorant explorers who would risk unleashing its entrapped evils.", { "type": "pf2-h3", "source": "LOWG", - "page": 94, - "name": "Osibu", + "page": 93, + "name": "OSIBU", "entries": [ - "{@condition Hidden} deep in the Screaming Jungle, utopian Osibu is the subject of countless legends\u2014most of them true. Adventurers who make it past the city's defenses\u2014 flora and fauna {@condition controlled} by a circle of druidic statues called the Twice-Honored Women\u2014find a city paved in gold, its citizens nearly deathless thanks to the magic of their democratically elected leaders. In the city's center, the great arboreal regent Dimari-Diji has guarded Osibu's so-called Nemesis Well since before the fall of the {@i Starstone}, keeping anyone from entering its unplumbed depths or heeding its sinister whispers. Those who locate the city are greeted warmly, but visitors are not allowed to leave without agreeing to either a {@i geas} that binds them to keep the city's location secret or an herbal concoction that wipes all memory of Osibu's location from their minds." + "Hidden deep in the Screaming Jungle, utopian Osibu is the subject of countless legends\u2014most of them true. Adventurers who make it past the city's defenses\u2014flora and fauna controlled by a circle of druidic statues called the Twice-Honored Women\u2014find a city paved in gold, its citizens nearly deathless thanks to the magic of their democratically elected leaders. In the city's center, the great arboreal regent Dimari-Diji has guarded Osibu's so-called Nemesis Well since before the fall of the {@i Starstone}, keeping anyone from entering its unplumbed depths or heeding its sinister whispers. Those who locate the city are greeted warmly, but visitors are not allowed to leave without agreeing to either a {@i geas} that binds them to keep the city's location secret or an herbal concoction that wipes all memory of Osibu's location from their minds." ] }, { "type": "pf2-h3", "source": "LOWG", - "page": 94, - "name": "Ruins of Kho", + "page": 93, + "name": "RUINS OF KHO", "entries": [ - "The first Shory city to fly, Kho was also the first to fall. In \u2013632 ar, this astonishing marvel of magic and technology came crashing down in a remote valley of the Barrier Wall Mountains, swatted from the sky by the Tarrasque, greatest of Rovagug's Spawn.", - "Thousands died in the disaster; the survivors abandoned the wreckage of their home and disappeared into the jungles.", - "Today, Kho is a haunted place, its shattered domes and crumbling cisterns still sputtering and seething with ancient magic. Marids and other outsiders once bound to serve the Shory claim the ruins for their own, battling for supremacy with degenerate morlocks and fell beasts from the surrounding jungles and mountains. Yet despite the danger and the local Mwangi tribes' refusal to touch the city, the ruins remain a major destination for those explorers willing to make the perilous journey in order to claim the long-lost treasures and forgotten knowledge within the city's {@condition broken} spires and half-buried temples." + "The first Shory city to fly, Kho was also the first to fall. In \u2013632 AR, this astonishing marvel of magic and technology came crashing down in a remote valley of the Barrier Wall Mountains, swatted from the sky by the Tarrasque, greatest of Rovagug's Spawn. Thousands died in the disaster; the survivors abandoned the wreckage of their home and disappeared into the jungles.", + "Today, Kho is a haunted place, its shattered domes and crumbling cisterns still sputtering and seething with ancient magic. Marids and other outsiders once bound to serve the Shory claim the ruins for their own, battling for supremacy with degenerate morlocks and fell beasts from the surrounding jungles and mountains. Yet despite the danger and the local Mwangi tribes' refusal to touch the city, the ruins remain a major destination for those explorers willing to make the perilous journey in order to claim the long-lost treasures and forgotten knowledge within the city's broken spires and half-buried temples." ] }, { "type": "pf2-h3", "source": "LOWG", - "page": 94, - "name": "Sodden Lands", + "page": 93, + "name": "SODDEN LANDS", "entries": [ - "When the permanent hurricane called the Eye of Abendego formed in the wake of Aroden's death, it catastrophically flooded the coastal nations of Lirgen and Yamasa. Today, the territory is a lawless, stormwracked swamp stalked by monstrous predators, bloodthirsty boggards, and the aggressive lizardfolk Terwa Lords. Most of its original humanoid population has fled, and those who remain have banded together in gangs of survivalists who scavenge the wreckage.", - "Still, disaster always attracts opportunists, and many adventurers travel to the ruined nations, now called the Sodden Lands, to loot cities lost to the storm. One of the few settlements still occupied is Hyrantam, Lirgen's former capital, where hundreds of towers built by the ruling Saoc Brethren now form tiny islands above the waves, connected by rope bridges and bedeviled by aberrations lurking beneath the water's surface." + "When the permanent hurricane called the Eye of Abendego formed in the wake of Aroden's death, it catastrophically flooded the coastal nations of Lirgen and Yamasa. Today, the territory is a lawless, storm-wracked swamp stalked by monstrous predators, bloodthirsty boggards, and the aggressive lizardfolk Terwa Lords. Most of its original humanoid population has fled, and those who remain have banded together in gangs of survivalists who scavenge the wreckage. Still, disaster always attracts opportunists, and many adventurers travel to the ruined nations, now called the Sodden Lands, to loot cities lost to the storm. One of the few settlements still occupied is Hyrantam, Lirgen's former capital, where hundreds of towers built by the ruling Saoc Brethren now form tiny islands above the waves, connected by rope bridges and bedeviled by aberrations lurking beneath the water's surface." ] } ] @@ -2630,7 +2723,21 @@ "page": 94, "name": "Backgrounds", "entries": [ - "The following backgrounds are particularly suitable for characters from the Mwangi Expanse region." + "The following backgrounds are particularly suitable for characters from the Mwangi Expanse region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Bekyar Restorer|lowg}", + "{@background Bonuwat Wavetouched|lowg}", + "{@background Bright Lion|lowg}", + "{@background Magaambya Academic|lowg}", + "{@background Senghor Sailor|lowg}", + "{@background Shory Seeker|lowg}", + "{@background Sodden Scavenger|lowg}", + "{@background Vidrian Reformer|lowg}" + ] + } ] }, { @@ -2640,220 +2747,248 @@ "name": "Magic Warrior", "entries": [ "You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Magic Warrior Dedication|lowg}", + "{@feat Magic Warrior Aspect|lowg}", + "{@feat Magic Warrior Transformation|lowg}", + "{@feat Nameless Anonymity|lowg}" + ] + }, { "type": "pf2-h3", "source": "LOWG", "page": 95, - "name": "Magic Warrior Focus Spells" + "name": "MAGIC WARRIOR FOCUS SPELLS", + "entries": [ + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Magic Warrior Aspect|lowg}", + "{@spell Magic Warrior Transformation|lowg}" + ] + } + ] } ] } ] }, { - "type": "pf2-h1", + "type": "section", + "blue": true, "source": "LOWG", "page": 96, - "name": "Old Cheliax", + "name": "Chapter 9: Old Cheliax", "entries": [ { - "type": "pf2-sidebar", + "type": "list", + "style": "list-hang-notitle", "source": "LOWG", "page": 96, - "name": "Cheliax (LE) Nidal (LE) Ravounel (CG) Isger (Ln)" - }, - "Once one of the greatest human empires in Avistan, Cheliax has declined significantly in power and influence over the past century. When the god Aroden died, Cheliax collapsed into social upheaval and, shortly thereafter, civil war.", - "Seeing an opportunity to seize power from chaos, House Thrune, which had long practiced the dark arts of diabolism in secret, entered into an open pact with the powers of Hell. Backed by legions of devils, the house's own fearsome armies, and the support of shadowcallers from the neighboring land of Nidal, House Thrune stamped out its enemies and claimed the Chelish throne. Following its victory, House Thrune ushered in sweeping changes, reshaping Cheliax into an infernal empire. Today in Cheliax, the official histories are little more than state-sanctioned propaganda, the government runs a merciless and labyrinthine bureaucracy devoted to elevating the ruthless and crushing the weak, and the once-white roses of Egorian now blossom in fields of luxurious, velvety black blossoms.", - "Yet, for all its insistence on discipline and authority, House Thrune's rule has not gone unchallenged. The city of Westcrown, in particular, has long been home to subdued dissent and underworld corruption, which came to a head when the Council of Thieves was unmasked and {@condition broken} roughly a decade ago. Even more recently, two major rebellions\u2014one successful, the other not\u2014dramatically reshaped the balance of power and weakened House Thrune's grip on the region. Nevertheless, infernal Cheliax remains an immensely wealthy, influential, and well-armed nation, and House Thrune's rule continues to guide not only its own land, but also the fates of nations beyond its borders. Isger, Nidal, and newly independent Ravounel all bear particularly tight and intricate ties with the devils' empire.", - "Devastated by years of bitter warfare following centuries of exploitative, nearcolonial rule, Isger remains a subordinate thrall to Cheliax. Its government is kept on a short leash and granted little agency to chart its own course. Out in the hinterlands, however, far from House Thrune's watchful eye, some Isgeri towns are developing their own unlikely alliances to survive.", - "The shadowy nation of Nidal also counts itself an ally to Cheliax, but its position is nearly opposite Isger's. Steeped in millennia of sinister magic and the cruel religion of Zon-Kuthon, Nidal does not consider itself a vassal, but rather a close and valued advisor to a like-minded friend who could, perhaps, benefit from a little coaxing to become even crueler.", - "Ravounel, by contrast, broke away from Cheliax several years ago and declared itself an independent nation. Yet even after being formally recognized as a free state, Ravounel has found that it cannot fully escape its former ruler's influence.", - "Cheliax holds Ravounel pinned against the sea, and the old empire's economic and diplomatic domination of the region is so complete that despite having supernatural protection against direct military incursion, Ravounel must remain in Cheliax's good graces to survive. For now, House Thrune seems inclined to accept its former archduchy's independence as an unfortunate but unchallenged fact, and it has dealt fairly with Ravounel. Yet as many on both sides are well aware, a devil's mercy is fickle, and its memory long. Should a few delicate circumstances change, Ravounel's sudden independence might just as suddenly be reversed.", - { - "type": "pf2-h2", - "source": "LOWG", - "page": 98, - "name": "Cheliax", - "entries": [ - "For over half a millennium, Imperial Cheliax was the dominant power across Avistan.", - "When King Aspex the Even-Tongued broke Cheliax away from Taldor, annexed Andoran, and conquered Isger and Galt, he began a centuries-long era of glory that saw Chelish influence\u2014political, cultural, and military\u2014spread across the continent.", - "Bolstered by the favor of Aroden, patron god of humanity, the empire ascended to become a jewel of human civilization, an honor it held unchallenged for centuries.", - "Cheliax's golden age ended with Aroden's death. In the turmoil that followed, the diabolist House Thrune made an infernal pact with the powers of Hell, the terms of which remain shrouded in deep secrecy. The result of that grand bargain,", + "items": [ { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 98, - "name": "TIMELINE", - "entries": [ - "\u20135293 ar Amid the devastation of Earthfall, three Nidalese horselords discover Zon- Kuthon and accept his bargain of eternal servitude in exchange for their people's salvation. They become the Black Triune, and Nidal becomes the Midnight Lord's domain.", - "1673 ar Vyre is founded by settlers from Corentyn hoping to escape Taldor's strictures.", - "2133 ar Taldor consolidates several conquered tribes' territories into the newly recognized province of Isger.", - "3007 ar Cheliax's boundaries are drawn, and it's formally designated a province of Taldor.", - "4081 ar Under Aspex the Even- Tongued, Cheliax declares its independence from Taldor. Andoran, Galt, and Isger are rapidly annexed to the new nation in a series of power grabs collectively dubbed the Even-Tongued Conquest. Cheliax begins to eclipse Taldor as the primary power and cultural influence in Avistan.", - "4305 ar Chelish Emperor Haliad III begins the Everwar and orders a Chelish incursion into Nidal.", - "4338 ar Under orders from the Black Triune, Nidal surrenders to Cheliax.", - "4576 ar The Order of the Rack, first of the Hellknight orders, is founded in Westcrown.", - "4606 ar Following Aroden's death, Cheliax falls into civil war.", - "Molthune and Korvosa secede in the following years.", - "4640 ar House Thrune, backed by Nidal and a pact with Hell, emerges victorious from the Chelish Civil War. Queen Abrogail I institutes diabolism across the land, and the Church of Asmodeus is declared." - ] + "type": "item", + "name": "Nations", + "entry": "Cheliax, Isger, Nidal, Ravounel" }, - "however, still reverberates across the world. Allied with Asmodeus's legions of fiends, Queen Abrogail I seized power, beginning a dynasty that has held the Chelish throne for nearly a century.", - "Today, Cheliax is a proud but diminished empire, renowned for its wine, opera, and glorious architecture, but also for the devils in its streets and the cruelty of its laws. Under Thrune rule, the poor are viciously oppressed, crimes are punished by agonizing public excruciations and executions, and slavery is both commonplace and harshly practiced, with none of the legal protections that existed in Aroden's day. The church of Asmodeus is the state religion, and other faiths are permitted only by House Thrune's sufferance.", - "Yet Cheliax is also a realm of high refinement, stunning and sophisticated art, and undeniable grandeur in both public and private spaces. The polished elegance of Egorian, the bustling naval yards of Ostenso, and the aging magnificence of Westcrown\u2014even with the damage from that city's recent rebellion only partially repaired\u2014are among the wonders of human civilization. The empire's opera halls, palaces, and cathedrals are unrivaled in their splendor, even if the Asmodean cathedrals' resplendence bears a decidedly sinister cast. Cheliax's citizens tend to be ambitious, educated, and formidably intelligent; they deal with devils as equals or even treat the infernal as their lessers, never approaching the powers of Hell as abject supplicants.", - "Not all of the empire's citizens are fond of fiends, though outsiders sometimes assume otherwise. The various orders of Hellknights model themselves after Hell's ruthless discipline and unyielding law, but they do not venerate devils and, indeed, require recruits (known as armigers) to win knighthood by slaying a devil in single combat.", - "Additionally, Iomedae, the chivalrous goddess of crusaders, was born in Cheliax, and the Inheritor's righteous faith remains strong there, despite recent events exacerbating the long-standing strain between Iomedae's church and that of Asmodeus.", - "Moreover, because Chelish culture values brilliance in nearly any pursuit, and because its nobles are perpetually striving for advancement against one another, it thinks itself more meritocratic than many societies on Golarion. Low-born but.", { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 99, - "name": "THE CHITTERWOOD", - "entries": [ - "Cheliax's state religion. Galt and Andoran break away from Cheliax in the decades that follow.", - "4697\u2013 The Goblinblood Wars 4701 ar devastate Isger. Much of the Chitterwood is burned to the ground.", - "4715\u2013 Two rebellions erupt 4716 ar simultaneously in Cheliax.", - "The Silver Ravens rise in Kintargo, eventually forming the nation of Ravounel and forcing Cheliax to acknowledge its sovereignty.", - "The Glorious Reclamation, meanwhile, attempts to purify and reclaim the Chelish heartlands in Iomedae's name. After a year of heavy fighting, the Glorious Reclamation is crushed and its leaders are executed by public torture.", - "4717 ar Lord-Mayor Jilia Bainilus of Kintargo takes office as the first ruler of Ravounel, adopting the pre-Thrune Chelish title of \"Domina.\"" - ] + "type": "item", + "name": "Peoples", + "entry": "Gnome, Goblin, Hafling, Nidalese, Taldan, Varisian" }, - "talented individuals can always find patrons willing to advance their careers in exchange for profits or reflected glory and can often marry or bribe their way into titles of their own in time. The Hellknights, too, offer ready advancement for those who prove themselves in service. However, Cheliax is also merciless in enforcing the downside of its \"meritocracy\": those unlucky enough to lack the qualities it values are treated as completely worthless, undeserving of even basic dignity.", - "Furthermore, this supposed meritocracy applies only to humans. Halflings, hellspawn, and the winged strix are shut out from opportunity altogether. Chelish halflings are almost all either servants or slaves, and they are treated with peremptory disdain. Hellspawn, who are descendants of humans with fiendish blood, are held in even lower regard, for they are seen as the fruits of an abhorrent lapse in selfcontrol while dealing with fiends. The seldom-seen strix\u2014enigmatic, black-winged humanoids\u2014are commonly considered brutes, barely even capable of language.", - "These and other contradictions in its nature make Cheliax one of the most complicated of the world's nations. Those contradictions have only sharpened over the past decade, which has not been kind to the infernal empire. Though still mighty, Cheliax has suffered a number of stinging setbacks. It lost a major armada in the Shackles, a significant blow to Chelish naval power that put an end, at least temporarily, to Cheliax's hopes of expanding into the Mwangi Expanse. Next, a violent rebellion calling itself the Glorious Reclamation erupted in Westcrown, causing widespread social unrest before Queen Abrogail's forces were able to crush the rebels and restore order. While Iomedae's faith has not been outlawed in Cheliax following the Glorious Reclamation's defeat, it is watched much more closely, and its adherents have learned not to criticize the queen in even the mildest of terms. Simultaneously with the Glorious Reclamation, a second rebellion broke out in the Archduchy of Ravounel, which declared itself an independent nation\u2014a bitter pill that House Thrune was forced to swallow lest it suffer truly unacceptable consequences.", - "All these blows have pushed Cheliax into a position more precarious than it has occupied since the first days of the Thrune Ascendancy. The empire's enemies, most notably Andoran, circle eagerly around it, waiting for a chance to pounce.", - "They may find, however, that Cheliax remains a wily and dangerous adversary, and its weakness may be deliberately exaggerated as a ploy to draw in the foolish.", { - "type": "pf2-h3", - "source": "LOWG", - "page": 100, - "name": "Devil's Perch", - "entries": [ - "This stark reach of vertiginous red rocks and narrow canyons is home to the strix, who have an outsize reputation in Cheliax for savagery and xenophobia.", - "For centuries, Chelaxians avoided the arid pillars and plateaus of Devil's Perch, but the recent discovery of silver in the region has sparked new interest\u2014and new hostilities between the native strix and human interlopers, which the Chelish government has only partially contained." - ] + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Gnomish}, {@language Goblin}, {@language Halfling}, {@language Infernal}, {@language Shadowtongue}, {@language Varisian}" }, { - "type": "pf2-h3", - "source": "LOWG", - "page": 100, - "name": "Whisperwood", - "entries": [ - "This vast and ancient forest in the empire's heartlands has been left largely untouched despite centuries of settlement around it. Desperate outlaws sometimes seek refuge beneath its leaves, only to meet grisly misfortune. Local lore holds that a strange menace grips the Whisperwood, and it is well known that devils hunt its depths. A gate to Hell is rumored to lie in Scar Thicket, near the forest's heart, but none of those who have ventured in to close this gate have ever returned." - ] + "type": "item", + "name": "Factions", + "entry": "Bellflower Network, {@organization Firebrands}, {@organization Hellknights}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Asmodeus}, {@deity Desna}, {@deity Erastil}, {@deity Norgorber}, {@deity Shelyn}, {@deity Zon-Kuthon}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Armor/Weapons, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Mercenaries, Ores, Seafood, Ships, Spices/Salt, Textiles" } ] }, { - "type": "pf2-h2", + "type": "pf2-sidebar", "source": "LOWG", - "page": 100, - "name": "Isger", - "entries": [ - "Since its founding, Isger has been a vassal state. It was formed with Taldor's conquest of the area and, centuries later, it was annexed by Cheliax in the Even- Tongued Conquest of 4081. Unlike some of Cheliax's other holdings, Isger did not break free during the Thrune Ascendancy, and it remains in thrall today. However, there are signs that the neglect and exploitation that have long characterized.", - { - "type": "pf2-sidebar", + "page": 98, + "name": "TIMELINE", + "entries": [ + "{@bold \u22125293 AR} Amid the devastation of Earthfall, three Nidalese horselords discover Zon-Kuthon and accept his bargain of eternal servitude in exchange for their people's salvation. They become the Black Triune, and Nidal becomes the Midnight Lord's domain.", + "{@bold 1673 AR} Vyre is founded by settlers from Corentyn hoping to escape Taldor's strictures.", + "{@bold 2133 AR} Taldor consolidates several conquered tribes' territories into the newly recognized province of Isger.", + "{@bold 3007 AR} Cheliax's boundaries are drawn, and it's formally designated a province of Taldor.", + "{@bold 4081 AR} Under Aspex the Even-Tongued, Cheliax declares its independence from Taldor. Andoran, Galt, and Isger are rapidly annexed to the new nation in a series of power grabs collectively dubbed the Even-Tongued Conquest. Cheliax begins to eclipse Taldor as the primary power and cultural influence in Avistan.", + "{@bold 4305 AR} Chelish Emperor Haliad III begins the Everwar and orders a Chelish incursion into Nidal.", + "{@bold 4338 AR} Under orders from the Black Triune, Nidal surrenders to Cheliax.", + "{@bold 4576 AR} The Order of the Rack, first of the Hellknight orders, is founded in Westcrown.", + "{@bold 4606 AR} Following Aroden's death, Cheliax falls into civil war. Molthune and Korvosa secede in the following years.", + "{@bold 4640 AR} House Thrune, backed by Nidal and a pact with Hell, emerges victorious from the Chelish Civil War. Queen Abrogail I institutes diabolism across the land, and the Church of Asmodeus is declared Cheliax's state religion. Galt and Andoran break away from Cheliax in the decades that follow.", + "{@bold 4697\u20134701 AR} The Goblinblood Wars devastate Isger. Much of the Chitterwood is burned to the ground.", + "{@bold 4715\u20134716 AR} Two rebellions erupt simultaneously in Cheliax. The Silver Ravens rise in Kintargo, eventually forming the nation of Ravounel and forcing Cheliax to acknowledge its sovereignty. The Glorious Reclamation, meanwhile, attempts to purify and reclaim the Chelish heartlands in Iomedae's name. After a year of heavy fighting, the Glorious Reclamation is crushed and its leaders are executed by public torture.", + "{@bold 4717 AR} Lord-Mayor Jilia Bainilus of Kintargo takes office as the first ruler of Ravounel, adopting the pre-Thrune Chelish title of \"Domina.\"", + { + "type": "pf2-title", "source": "LOWG", "page": 100, - "name": "NOTABLE FIGURES", - "entries": [ - "The following are key public figures in the region." - ] + "name": "NOTABLE FIGURES" }, + "The following are key public figures in the region.", { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 100, - "name": "DOMINA JILIA BAINILUS", + "type": "entries", "entries": [ + "{@bold DOMINA JILIA BAINILUS}", "The ruler of Ravounel is a clever and forthright leader whose perspective has been informed in unusual ways by extraordinary experiences." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 100, - "name": "THE BLACK TRIUNE", + "type": "entries", "entries": [ - "Sworn to eternal servitude to Zon- Kuthon, the members of the Black Triune have ruled over Nidal since the days of Earthfall." + "{@bold THE BLACK TRIUNE}", + "Sworn to eternal servitude to Zon-Kuthon, the members of the Black Triune have ruled over Nidal since the days of Earthfall." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 100, - "name": "QUEEN ABROGAIL THRUNE II", + "type": "entries", "entries": [ + "{@bold QUEEN ABROGAIL THRUNE II}", "A ruthless and effective ruler, Queen Abrogail has proven a strong leader and has maintained the power of Cheliax even in the face of many setbacks." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 100, - "name": "ARCHCOUNTESS LEVISVIA VASVION", + "type": "entries", "entries": [ + "{@bold ARCHCOUNTESS LEVISVIA VASVION}", "This Egorian noble was instrumental in gathering forces to break the Glorious Reclamation. Her role in finding traitors has won her considerable acclaim in Cheliax." ] }, - "Isger's relationship with its patron state are beginning to give way to a new era of closer involvement, for better and worse.", - "The Conerica River, which bisects Isger from east to west and connects Cheliax's sea trade to Druma and Lake Encarthan, is the nation's lifeblood. The river and its support roads are key to Isger's regional importance, so most of its military is tasked with protecting the trade routes from bandits, monsters, and other dangers. Because travelers and merchants rely heavily on the Conerica and its trade roads, settlements along the river\u2014including the capital city, Elidir\u2014are not the isolated rural settlements their wooden buildings and quaint architecture might suggest. Although their pierced balusters, colorful glass-bead hangings, and brightly painted frieze boards give even the finest homes in Isger a rustic air, these towns are relatively cosmopolitan.", - "Isger's hinterlands, however, have been less fortunate. Historically, Isger has always been something of an afterthought to its masters. Taldor and later Cheliax have held Isger as a vassal state, extracting its natural resources and talent while offering little in return. As a result, Isger has almost no industry, fortifications, or development outside the Conerica River's narrow band of prosperity. When the Goblinblood Wars of 4697 to 4701 erupted, they devastated a region that had no defense save valiant but badly overmatched local militias.", - "The Goblinblood Wars saw hundreds of goblin tribes, led by ferocious and disciplined hobgoblin commanders, boil out of the Chitterwood and flood across Isger, destroying and devouring all in their path. Although the goblin horde was eventually driven back by an unprecedented alliance between the forces of Cheliax, Druma, and Andoran, the toll in lost Isgeri lives and wealth was enormous. Those losses continue to define much of the country. Thousands of Isgeri children were orphaned by the war, and their weak, war-ravaged government could not help them. The Church of Asmodeus stepped in to fill that need, founding a network of orphanages to cultivate its young charges in the Archfiend's unholy faith.", - "These children begin intensive training at early ages, enabling them to quickly master difficult arts, such as the arcane fighting style practiced by the Sisterhood of the Golden Erinys.", - "The success of the orphanages' graduates has drawn notice in Cheliax. With the old empire weakened and its enemies gathering, some Chelaxians have begun to look toward Isger both for investment opportunities and as a potential first line of defense against Andoran.", - "The increased Chelish presence is welcomed by some and quietly resented by others, but none can deny that, perhaps for the first time, Cheliax seems to have taken a serious interest in bolstering its vassal state. There are even rumors that Isger's longserving steward, Hedvend VI, may soon be forced to abdicate his seat. Though Hedvend has always been a loyal right hand, House Thrune has expressed impatience with his incompetence and a desire to see Isger's throne occupied by someone more capable. This rumor has mostly been met with shrugs in Isger, where Hedvend is widely regarded as a Chelish puppet who has neither the interest nor the ability to help his own people. The overgrown remains of massacred towns and unmarked graves, neglected since the Goblinblood Wars, stand as mute testament to that.", { - "type": "pf2-sidebar", + "type": "pf2-title", "source": "LOWG", "page": 101, - "name": "INFERNAL CONTRACTS", - "entries": [ - "Infernal contracts are powerful, magical bargains that devils use to secure the souls of mortals. They are rarely offered to evil mortals, whose souls are likely damned anyway; they are primarily devices for trapping good- and neutral-aligned souls.", - "Every infernal contract must be signed in duplicate, with one copy going to the devil and the other to the mortal. Once signed, an infernal contract is absolutely binding, taking precedence over any other {@trait magical} effect or immunity, and it can be {@condition broken} only under specific circumstances.", - "All infernal contracts specify a benefit and a payment (usually the signer's soul); all terms are negotiable before the contract is signed but become irrevocable afterward.", - "Infernal contracts can be undone by destroying both copies of the contract." - ] + "name": "INFERNAL CONTRACTS" }, + "Infernal contracts are powerful, magical bargains that devils use to secure the souls of mortals. They are rarely offered to evil mortals, whose souls are likely damned anyway; they are primarily devices for trapping good-and neutral-aligned souls. Every infernal contract must be signed in duplicate, with one copy going to the devil and the other to the mortal. Once signed, an infernal contract is absolutely binding, taking precedence over any other magical effect or immunity, and it can be broken only under specific circumstances. All infernal contracts specify a benefit and a payment (usually the signer's soul); all terms are negotiable before the contract is signed but become irrevocable afterward. Infernal contracts can be undone by destroying both copies of the contract.", { - "type": "pf2-sidebar", + "type": "pf2-title", "source": "LOWG", "page": 102, - "name": "STRIX SHADOWFLAME RIFT" + "name": "SISTERHOOD OF THE GOLDEN ERINYS" }, - "The Isgeri are not, however, the only ones to carry scars from the Goblinblood Wars. The goblins themselves paid a terrible price for their short-lived triumph.", - "Not only were they massacred by the thousands in the final battles, but the victorious armies\u2014and later, vengeful Isgeri survivors\u2014burned great swaths of the Chitterwood to destroy the goblins' homes. From these hardships, a new strain of goblin leadership has emerged. Several goblin chieftains, brighter and longer-sighted than their predecessors, have formed an alliance between their tribes and made diplomatic overtures to nearby Isgeri settlements. Given that the war's wounds remain raw, the tribes' progress is slow, but they have established some mutual defense agreements with nearby towns, and they have begun to change how goblins are perceived in the region. Isger's rural towns and villages, accustomed to making their own decisions without any help from a disinterested central government, have found some of these goblins to be more reliable allies than their own nominal lords.", - "This shift in relations is driven by need. Undead have long bedeviled this land, particularly in remote places such as Finder's Gulch and the plague-ravaged ruins of Gillamoor, where rotting and ravening zombies stalk through the crumbling houses of the dead. Urgathoan cults proliferate among blood-soaked battlefields and the blackened remains of torched villages, feeding on the fear and pain that still linger in those haunted sites. These malign forces have grown stronger and more numerous since the Goblinblood Wars and, some say, since Tar-Baphon's rise. Whether or not that rumor is true, it is certain that neither goblins nor humans can afford to ignore the rising tide of undead in Isger's hinterlands much longer." + "This all-female monastic order is devoted to the teachings of Eiseth, the first erinys. Though founded in Cheliax, the sisterhood has found its greatest successes in Isger, where its orphanages inculcate girls in an unarmed fighting style inspired by the sadism of barbed devils. The sisterhood's goal in combat is seldom to kill, but rather to inflict agony as they cripple and disfigure their victims. Members of the sisterhood must be lawful evil, lawful neutral, or neutral evil, and they must be female.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 103, + "name": "RELATIONS" + }, + "Cheliax is the center of all its neighbors' foreign relations. Under House Thrune's diabolist rule, it maintains a close and mutually beneficial alliance with Nidal. Prior to its recent setbacks, Cheliax treated Isger like a colony to be mined for its resources and otherwise disregarded, but now that events have forced House Thrune to reconsider its positions, it is beginning to invest more in building up Isger. Chelish relations with Ravounel are, unsurprisingly, rather strained.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 104, + "name": "THE USKWOOD" + }, + "The dense, black-leaved Uskwood cloaks the heart of Nidal, including the shade city of Pangolais. This ancient forest has been carefully shaped and guided by Zon-Kuthon's faithful for millennia, resulting in an eerie, ominous wood that is not precisely \"wild\" in the way that most of Avistan's untamed forests are, but has rather been nurtured into a garden of nightmares.", + "The Shades of the Uskwood are the druidic order sworn to the Uskwood's mysteries. All members are albino, losing their natural pigmentation (if any) as part of their initiation ritual. Their alignment must be lawful evil or neutral evil, and they must worship Zon-Kuthon.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 105, + "name": "ECONOMICS" + }, + "Cheliax has a strong and well-developed economy that circulates trade goods from across the world, produces everything from fine wines and olive oils to masterful artworks, and imports all manner of wares and people, whether as purchased slaves or as honored dignitaries invited for tours and residencies. Cheliax's trade, particularly in luxury goods, is highly valued across the continent.", + "Isger mainly exports lumber, food, and ore, and imports only basic manufactured goods. However, it's a vassal state of Cheliax, so its trade imbalance enriches only Cheliax's coffers. Tolls and tariffs on the Conerica River trade are key to its economy.", + "Nidal exports silver jewelry, glasswork, and other finely crafted luxuries. It imports slaves, wines, and edible delicacies, but the nation is largely self-sufficient.", + "Ravounel is still finding its bearings with respect to trade. At present, it trades mostly with Cheliax, dealing in fish, marble, lumber, salt, silver, and other natural resources. The tourist trade through Vyre is also critically important for the young nation's emerging economy, even if Vyre's masked rulers are unreliable about sharing their wealth." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 102, - "name": "Nidal", + "page": 97, + "name": "Old Cheliax", "entries": [ - "Time scarcely seems to touch the shadow-chained nation of Nidal. Ten thousand years ago, when Earthfall cast the world into darkness, three ancient horselords of Nidal threw themselves on the mercy of Zon-Kuthon, the Midnight Lord. They pledged that if the god of shadow and pain interceded to protect them, they and all their descendants would be sworn to him eternally. Zon-Kuthon accepted their bargain, gifting the trio with cursed immortality as the Black Triune and sealing Nidal's fate ever after. All Nidalese since then have been born into Zon-Kuthon's faith, and from earliest childhood they are taught that pain is sacred, suffering is joy, and their holiest duty is to endlessly refine and sharpen those sensations into sacraments.", - "The Midnight Lord's hand lies heavy on his land.", - "Unnatural gloom blankets Nidal, from the shade of the enormous, black-leaved trees over languidly glittering Pangolais to the perpetual storm clouds over the port city of Nisroch. Colors seem to drain away as one moves toward the heartlands of Nidal, leaving the world tinted subtly monochrome. With the presence of Zon-Kuthon so palpable throughout the nation, Nidal has never cared overmuch about either expanding or defending its territory. Its borders are divinely drawn, and they haven't changed since the days of the Black Triune's pact.", - "The sole major interruption in Nidal's history was its conquest by Cheliax, which ushered in a period of reform and openness unusual for the insular, theocratic nation. After Aroden's death, however, the relationship between Nidal and Cheliax changed.", + "Once one of the greatest human empires in Avistan, Cheliax has declined significantly in power and influence over the past century. When the god Aroden died, Cheliax collapsed into social upheaval and, shortly thereafter, civil war. Seeing an opportunity to seize power from chaos, House Thrune, which had long practiced the dark arts of diabolism in secret, entered into an open pact with the powers of Hell. Backed by legions of devils, the house's own fearsome armies, and the support of shadowcallers from the neighboring land of Nidal, House Thrune stamped out its enemies and claimed the Chelish throne. Following its victory, House Thrune ushered in sweeping changes, reshaping Cheliax into an infernal empire. Today in Cheliax, the official histories are little more than state-sanctioned propaganda, the government runs a merciless and labyrinthine bureaucracy devoted to elevating the ruthless and crushing the weak, and the once-white roses of Egorian now blossom in fields of luxurious, velvety black blossoms.", + "Yet, for all its insistence on discipline and authority, House Thrune's rule has not gone unchallenged. The city of Westcrown, in particular, has long been home to subdued dissent and underworld corruption, which came to a head when the Council of Thieves was unmasked and broken roughly a decade ago. Even more recently, two major rebellions\u2014one successful, the other not\u2014dramatically reshaped the balance of power and weakened House Thrune's grip on the region. Nevertheless, infernal Cheliax remains an immensely wealthy, influential, and well-armed nation, and House Thrune's rule continues to guide not only its own land, but also the fates of nations beyond its borders. Isger, Nidal, and newly independent Ravounel all bear particularly tight and intricate ties with the devils' empire.", + "Devastated by years of bitter warfare following centuries of exploitative, near-colonial rule, Isger remains a subordinate thrall to Cheliax. Its government is kept on a short leash and granted little agency to chart its own course. Out in the hinterlands, however, far from House Thrune's watchful eye, some Isgeri towns are developing their own unlikely alliances to survive.", + "The shadowy nation of Nidal also counts itself an ally to Cheliax, but its position is nearly opposite Isger's. Steeped in millennia of sinister magic and the cruel religion of Zon-Kuthon, Nidal does not consider itself a vassal, but rather a close and valued advisor to a like-minded friend who could, perhaps, benefit from a little coaxing to become even crueler.", + "Ravounel, by contrast, broke away from Cheliax several years ago and declared itself an independent nation. Yet even after being formally recognized as a free state, Ravounel has found that it cannot fully escape its former ruler's influence. Cheliax holds Ravounel pinned against the sea, and the old empire's economic and diplomatic domination of the region is so complete that despite having supernatural protection against direct military incursion, Ravounel must remain in Cheliax's good graces to survive. For now, House Thrune seems inclined to accept its former archduchy's independence as an unfortunate but unchallenged fact, and it has dealt fairly with Ravounel. Yet as many on both sides are well aware, a devil's mercy is fickle, and its memory long. Should a few delicate circumstances change, Ravounel's sudden independence might just as suddenly be reversed." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 97, + "name": "Cheliax", + "entries": [ + "For over half a millennium, Imperial Cheliax was the dominant power across Avistan. When King Aspex the Even-Tongued broke Cheliax away from Taldor, annexed Andoran, and conquered Isger and Galt, he began a centuries-long era of glory that saw Chelish influence\u2014political, cultural, and military\u2014spread across the continent. Bolstered by the favor of Aroden, patron god of humanity, the empire ascended to become a jewel of human civilization, an honor it held unchallenged for centuries. Cheliax's golden age ended with Aroden's death. In the turmoil that followed, the diabolist House Thrune made an infernal pact with the powers of Hell, the terms of which remain shrouded in deep secrecy. The result of that grand bargain, however, still reverberates across the world. Allied with Asmodeus's legions of fiends, Queen Abrogail I seized power, beginning a dynasty that has held the Chelish throne for nearly a century.", + "Today, Cheliax is a proud but diminished empire, renowned for its wine, opera, and glorious architecture, but also for the devils in its streets and the cruelty of its laws. Under Thrune rule, the poor are viciously oppressed, crimes are punished by agonizing public excruciations and executions, and slavery is both commonplace and harshly practiced, with none of the legal protections that existed in Aroden's day. The church of Asmodeus is the state religion, and other faiths are permitted only by House Thrune's sufferance.", + "Yet Cheliax is also a realm of high refinement, stunning and sophisticated art, and undeniable grandeur in both public and private spaces. The polished elegance of Egorian, the bustling naval yards of Ostenso, and the aging magnificence of Westcrown\u2014even with the damage from that city's recent rebellion only partially repaired\u2014are among the wonders of human civilization. The empire's opera halls, palaces, and cathedrals are unrivaled in their splendor, even if the Asmodean cathedrals' resplendence bears a decidedly sinister cast. Cheliax's citizens tend to be ambitious, educated, and formidably intelligent; they deal with devils as equals or even treat the infernal as their lessers, never approaching the powers of Hell as abject supplicants.", + "Not all of the empire's citizens are fond of fiends, though outsiders sometimes assume otherwise. The various orders of Hellknights model themselves after Hell's ruthless discipline and unyielding law, but they do not venerate devils and, indeed, require recruits (known as armigers) to win knighthood by slaying a devil in single combat. Additionally, Iomedae, the chivalrous goddess of crusaders, was born in Cheliax, and the Inheritor's righteous faith remains strong there, despite recent events exacerbating the long-standing strain between Iomedae's church and that of Asmodeus.", + "Moreover, because Chelish culture values brilliance in nearly any pursuit, and because its nobles are perpetually striving for advancement against one another, it thinks itself more meritocratic than many societies on Golarion. Low-born but talented individuals can always find patrons willing to advance their careers in exchange for profits or reflected glory and can often marry or bribe their way into titles of their own in time. The Hellknights, too, offer ready advancement for those who prove themselves in service. However, Cheliax is also merciless in enforcing the downside of its \"meritocracy\": those unlucky enough to lack the qualities it values are treated as completely worthless, undeserving of even basic dignity.", + "Furthermore, this supposed meritocracy applies only to humans. Halflings, hellspawn, and the winged strix are shut out from opportunity altogether. Chelish halflings are almost all either servants or slaves, and they are treated with peremptory disdain. Hellspawn, who are descendants of humans with fiendish blood, are held in even lower regard, for they are seen as the fruits of an abhorrent lapse in self-control while dealing with fiends. The seldom-seen strix\u2014enigmatic, black-winged humanoids\u2014are commonly considered brutes, barely even capable of language.", + "These and other contradictions in its nature make Cheliax one of the most complicated of the world's nations. Those contradictions have only sharpened over the past decade, which has not been kind to the infernal empire. Though still mighty, Cheliax has suffered a number of stinging setbacks. It lost a major armada in the Shackles, a significant blow to Chelish naval power that put an end, at least temporarily, to Cheliax's hopes of expanding into the Mwangi Expanse. Next, a violent rebellion calling itself the Glorious Reclamation erupted in Westcrown, causing widespread social unrest before Queen Abrogail's forces were able to crush the rebels and restore order. While Iomedae's faith has not been outlawed in Cheliax following the Glorious Reclamation's defeat, it is watched much more closely, and its adherents have learned not to criticize the queen in even the mildest of terms. Simultaneously with the Glorious Reclamation, a second rebellion broke out in the Archduchy of Ravounel, which declared itself an independent nation\u2014a bitter pill that House Thrune was forced to swallow lest it suffer truly unacceptable consequences.", + "All these blows have pushed Cheliax into a position more precarious than it has occupied since the first days of the Thrune Ascendancy. The empire's enemies, most notably Andoran, circle eagerly around it, waiting for a chance to pounce. They may find, however, that Cheliax remains a wily and dangerous adversary, and its weakness may be deliberately exaggerated as a ploy to draw in the foolish.", { - "type": "pf2-sidebar", + "type": "pf2-h3", "source": "LOWG", - "page": 102, - "name": "SISTERHOOD OF THE GOLDEN ERINYS", + "page": 100, + "name": "DEVIL'S PERCH", "entries": [ - "This all-female monastic order is devoted to the teachings of Eiseth, the first erinys. Though founded in Cheliax, the sisterhood has found its greatest successes in Isger, where its orphanages inculcate girls in an unarmed fighting style inspired by the sadism of barbed devils. The sisterhood's goal in combat is seldom to kill, but rather to inflict agony as they cripple and disfigure their victims.", - "Members of the sisterhood must be lawful evil, lawful neutral, or neutral evil, and they must be female." + "This stark reach of vertiginous red rocks and narrow canyons is home to the strix, who have an outsize reputation in Cheliax for savagery and xenophobia. For centuries, Chelaxians avoided the arid pillars and plateaus of Devil's Perch, but the recent discovery of silver in the region has sparked new interest\u2014and new hostilities between the native strix and human interlopers, which the Chelish government has only partially contained." ] }, { - "type": "pf2-sidebar", + "type": "pf2-h3", "source": "LOWG", - "page": 103, - "name": "HEDVEND VI" - }, - "once more, with Nidal immediately throwing its full force behind House Thrune in the Chelish Civil War. Once House Thrune was firmly in power, the alliance between Nidal and the diabolist regime became stronger than ever, with agents of each country frequently serving in the other. Today, Nidalese clerics, shadowcallers, and advisors can be found throughout Cheliax and its holdings, wielding their influence to bolster House Thrune's power and thus spread holy suffering across the land.", - "Life within Nidal, meanwhile, continues much as it always has. The Umbral Court, Nidal's shadow-touched aristocracy, governs on behalf of the Black Triune. Shadowy agents enforce the court's authority outside the major cities and abroad. The Umbral Court is heavily intertwined with Nidal's other main sources of authority\u2014Zon- Kuthon's church, the pale druids of the Uskwood, and the specialist magical academies that train Nidalese shadowcallers and shadowbinders\u2014but these organizations are distinct, albeit overlapping, and their goals sometimes conflict. This is particularly true of the Uskwood druids, who see little value in the Chelish alliance and would prefer to withdraw the government's full attention back into Nidal altogether.", + "page": 100, + "name": "WHISPERWOOD", + "entries": [ + "This vast and ancient forest in the empire's heartlands has been left largely un-touched despite centuries of settlement around it. Desperate outlaws sometimes seek refuge beneath its leaves, only to meet grisly misfortune. Local lore holds that a strange menace grips the Whisperwood, and it is well known that devils hunt its depths. A gate to Hell is rumored to lie in Scar Thicket, near the forest's heart, but none of those who have ventured in to close this gate have ever returned." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 100, + "name": "Isger", + "entries": [ + "Since its founding, Isger has been a vassal state. It was formed with Taldor's conquest of the area and, centuries later, it was annexed by Cheliax in the Even-Tongued Conquest of 4081. Unlike some of Cheliax's other holdings, Isger did not break free during the Thrune Ascendancy, and it remains in thrall today. However, there are signs that the neglect and exploitation that have long characterized Isger's relationship with its patron state are beginning to give way to a new era of closer involvement, for better and worse.", + "The Conerica River, which bisects Isger from east to west and connects Cheliax's sea trade to Druma and Lake Encarthan, is the nation's lifeblood. The river and its support roads are key to Isger's regional importance, so most of its military is tasked with protecting the trade routes from bandits, monsters, and other dangers. Because travelers and merchants rely heavily on the Conerica and its trade roads, settlements along the river\u2014including the capital city, Elidir\u2014are not the isolated rural settlements their wooden buildings and quaint architecture might suggest. Although their pierced balusters, colorful glass-bead hangings, and brightly painted frieze boards give even the finest homes in Isger a rustic air, these towns are relatively cosmopolitan.", + "Isger's hinterlands, however, have been less fortunate. Historically, Isger has always been something of an afterthought to its masters. Taldor and later Cheliax have held Isger as a vassal state, extracting its natural resources and talent while offering little in return. As a result, Isger has almost no industry, fortifications, or development outside the Conerica River's narrow band of prosperity. When the Goblinblood Wars of 4697 to 4701 erupted, they devastated a region that had no defense save valiant but badly overmatched local militias.", + "The Goblinblood Wars saw hundreds of goblin tribes, led by ferocious and disciplined hobgoblin commanders, boil out of the Chitterwood and flood across Isger, destroying and devouring all in their path. Although the goblin horde was eventually driven back by an unprecedented alliance between the forces of Cheliax, Druma, and Andoran, the toll in lost Isgeri lives and wealth was enormous. Those losses continue to define much of the country. Thousands of Isgeri children were orphaned by the war, and their weak, war-ravaged government could not help them. The Church of Asmodeus stepped in to fill that need, founding a network of orphanages to cultivate its young charges in the Archfiend's unholy faith. These children begin intensive training at early ages, enabling them to quickly master difficult arts, such as the arcane fighting style practiced by the Sisterhood of the Golden Erinys.", + "The success of the orphanages' graduates has drawn notice in Cheliax. With the old empire weakened and its enemies gathering, some Chelaxians have begun to look toward Isger both for investment opportunities and as a potential first line of defense against Andoran. The increased Chelish presence is welcomed by some and quietly resented by others, but none can deny that, perhaps for the first time, Cheliax seems to have taken a serious interest in bolstering its vassal state. There are even rumors that Isger's long-serving steward, Hedvend VI, may soon be forced to abdicate his seat. Though Hedvend has always been a loyal right hand, House Thrune has expressed impatience with his incompetence and a desire to see Isger's throne occupied by someone more capable. This rumor has mostly been met with shrugs in Isger, where Hedvend is widely regarded as a Chelish puppet who has neither the interest nor the ability to help his own people. The overgrown remains of massacred towns and unmarked graves, neglected since the Goblinblood Wars, stand as mute testament to that.", + "The Isgeri are not, however, the only ones to carry scars from the Goblinblood Wars. The goblins themselves paid a terrible price for their short-lived triumph. Not only were they massacred by the thousands in the final battles, but the victorious armies\u2014and later, vengeful Isgeri survivors\u2014burned great swaths of the Chitterwood to destroy the goblins' homes. From these hardships, a new strain of goblin leadership has emerged. Several goblin chieftains, brighter and longer-sighted than their predecessors, have formed an alliance between their tribes and made diplomatic overtures to nearby Isgeri settlements. Given that the war's wounds remain raw, the tribes' progress is slow, but they have established some mutual defense agreements with nearby towns, and they have begun to change how goblins are perceived in the region. Isger's rural towns and villages, accustomed to making their own decisions without any help from a disinterested central government, have found some of these goblins to be more reliable allies than their own nominal lords.", + "This shift in relations is driven by need. Undead have long bedeviled this land, particularly in remote places such as Finder's Gulch and the plague-ravaged ruins of Gillamoor, where rotting and ravening zombies stalk through the crumbling houses of the dead. Urgathoan cults proliferate among blood-soaked battlefields and the blackened remains of torched villages, feeding on the fear and pain that still linger in those haunted sites. These malign forces have grown stronger and more numerous since the Goblinblood Wars and, some say, since Tar-Baphon's rise. Whether or not that rumor is true, it is certain that neither goblins nor humans can afford to ignore the rising tide of undead in Isger's hinterlands much longer." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 102, + "name": "Nidal", + "entries": [ + "Time scarcely seems to touch the shadow-chained nation of Nidal. Ten thousand years ago, when Earthfall cast the world into darkness, three ancient horselords of Nidal threw themselves on the mercy of Zon-Kuthon, the Midnight Lord. They pledged that if the god of shadow and pain interceded to protect them, they and all their descendants would be sworn to him eternally. Zon-Kuthon accepted their bargain, gifting the trio with cursed immortality as the Black Triune and sealing Nidal's fate ever after. All Nidalese since then have been born into Zon-Kuthon's faith, and from earliest childhood they are taught that pain is sacred, suffering is joy, and their holiest duty is to endlessly refine and sharpen those sensations into sacraments.", + "The Midnight Lord's hand lies heavy on his land. Unnatural gloom blankets Nidal, from the shade of the enormous, black-leaved trees over languidly glittering Pangolais to the perpetual storm clouds over the port city of Nisroch. Colors seem to drain away as one moves toward the heartlands of Nidal, leaving the world tinted subtly monochrome. With the presence of Zon-Kuthon so palpable throughout the nation, Nidal has never cared overmuch about either expanding or defending its territory. Its borders are divinely drawn, and they haven't changed since the days of the Black Triune's pact.", + "The sole major interruption in Nidal's history was its conquest by Cheliax, which ushered in a period of reform and openness unusual for the insular, theocratic nation. After Aroden's death, however, the relationship between Nidal and Cheliax changed once more, with Nidal immediately throwing its full force behind House Thrune in the Chelish Civil War. Once House Thrune was firmly in power, the alliance between Nidal and the diabolist regime became stronger than ever, with agents of each country frequently serving in the other. Today, Nidalese clerics, shadowcallers, and advisors can be found throughout Cheliax and its holdings, wielding their influence to bolster House Thrune's power and thus spread holy suffering across the land.", + "Life within Nidal, meanwhile, continues much as it always has. The Umbral Court, Nidal's shadow-touched aristocracy, governs on behalf of the Black Triune. Shadowy agents enforce the court's authority outside the major cities and abroad. The Umbral Court is heavily intertwined with Nidal's other main sources of authority\u2014Zon-Kuthon's church, the pale druids of the Uskwood, and the specialist magical academies that train Nidalese shadowcallers and shadowbinders\u2014but these organizations are distinct, albeit overlapping, and their goals sometimes conflict. This is particularly true of the Uskwood druids, who see little value in the Chelish alliance and would prefer to withdraw the government's full attention back into Nidal altogether.", "Farmers, fisherfolk, and artisans pay lip service to Zon-Kuthon while trying to raise their small, close-knit families in his shadow. Though many might prefer to live differently, they have been under the Midnight Lord's yoke for so long that they can imagine no other existence\u2014and hope is dangerous in this land, especially when a grim but assured peace is the alternative. The nation's long stability has allowed many families to spend generations perfecting their skills, so Nidalese glass, intricately cut jewelry, and ornamental metalwork are unsurpassed in Avistan. Additionally, because Nidal is the only civilization in the Inner Sea to have survived the destruction of Earthfall intact, it is a repository for lore that exists nowhere else in the world. To this day, scholars of history and religion make pilgrimages to the dark cities of Nidal, braving the Midnight Lord's regime in exchange for the chance to study archives unlike any other in the Inner Sea region.", "Far outside the cities, on the gray-grassed Atteran plains, live a hardy, proud people who are descended from the original Nidalese horselords and still observe many of their traditions. These clans are famed for the swiftness and courage of their horses, which are prized across the Inner Sea. Their heritage and cultural links to ancient Nidal grant the modern horselords a degree of freedom that no others in their shadowbound land enjoy, but even they dare not defy the Umbral Court directly. Nevertheless, the Atteran Ranches harbor many of the devotees of Desna who call themselves Dreamers. These idealists share the secret, guarded hope that, someday, it may be possible to break Zon-Kuthon's grip on their land.", "Nidal is also home to sizable populations of caligni, kayal (also known as fetchlings), velstracs (sinister fiends from the Shadow Plane), and light-averse undead such as vampires. Caligni are children of Old Calignos, an Azlanti settlement. They have developed their own unique traditions, pieced together from accounts of ancient Azlant, within the broader auspices of Nidalese culture. Kayal, descendants of humans who were long ago stranded on the Shadow Plane and altered by its magic, prefer to blend into human society as much as possible. Velstracs and vampires in Nidal, meanwhile, flaunt their natures openly and tend to hold privileged positions, in keeping with their power and the terror they inspire in others.", @@ -2861,27 +2996,11 @@ "type": "pf2-h3", "source": "LOWG", "page": 103, - "name": "The Mindspin Mountains", - "entries": [ - "This steep, forbidding range serves as a natural barrier between Belkzen, Nidal, Molthune, Nirmathas, and Varisia. The dwarven cities of Janderhoff and Kraggodan are in the Mindspins, as are the nation Oprak and Citadel Vraid, home to the Hellknight Order of the Nail. Otherwise, the mountains hold few notable settlements outside the handful of strategically important passes linking one nation to the next.", - "The wilder regions of the Mindspins are home to dragons and giant tribes, as well as harpies, manticores, drakes, and other strange, fierce monsters. Ancient ruins, some dating to before Earthfall, lie {@condition hidden} among the peaks and valleys, including several wonders from long-lost Thassilon." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 103, - "name": "RELATIONS", + "name": "THE MINDSPIN MOUNTAINS", "entries": [ - "Cheliax is the center of all its neighbors' foreign relations. Under House Thrune's diabolist rule, it maintains a close and mutually beneficial alliance with Nidal.", - "Prior to its recent setbacks, Cheliax treated Isger like a colony to be mined for its resources and otherwise disregarded, but now that events have forced House Thrune to reconsider its positions, it is beginning to invest more in building up Isger. Chelish relations with Ravounel are, unsurprisingly, rather strained." + "This steep, forbidding range serves as a natural barrier between Belkzen, Nidal, Mol-thune, Nirmathas, and Varisia. The dwarven cities of Janderhoff and Kraggodan are in the Mindspins, as are the nation Oprak and Citadel Vraid, home to the Hellknight Order of the Nail. Otherwise, the mountains hold few notable settlements outside the handful of strategically important passes linking one nation to the next.", + "The wilder regions of the Mindspins are home to dragons and giant tribes, as well as harpies, manticores, drakes, and other strange, fierce monsters. Ancient ruins, some dating to before Earthfall, lie hidden among the peaks and valleys, including several wonders from long-lost Thassilon." ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 104, - "name": "VYRE" } ] }, @@ -2895,48 +3014,17 @@ "Ravounel gained its independence by unusual and dramatic means. A rebel group, the Silver Ravens, uncovered a long-forgotten infernal document, the Kintargo Contract, and determined that its terms held a loophole that could be used to legally break House Thrune's grip on the Archduchy of Ravounel. The Silver Ravens deposed Paracount Barzillai Thrune, who had used his temporary seat in Kintargo to plot treason against his own house, installed Lord-Mayor Bainilus as the leader of this new nation, and worked to unite various factions within Ravounel behind her. Upon attaining office, Lord-Mayor Bainilus chose the title \"Domina,\" an old-fashioned honorific that had fallen into disuse after the Chelish Civil War.", "The choice of title was meant to signal both that Ravounel now stood outside House Thrune's hierarchy and that she intended to govern in keeping with old Chelish values\u2014which might be interpreted either as a subtle rebuke to House Thrune's perversion of those values, or an indication that she did not intend to repudiate Ravounel's Chelish heritage and connections. This ambiguity is deliberate, and characteristic of Ravounel's positions.", "Several disparate groups hold influence within Ravounel. First and foremost are the wealthy families of Kintargo, who control the shipping concerns, established industries, and domestic trade networks within the new country. Sea trade is particularly important, because the collapse of the Menador Gap has cut off land trade until Ravounel can clear the gap; this is an expensive and ongoing project, and it has spurred a certain amount of resentment toward the Silver Ravens, who won the nation's independence in part by deliberately destroying the pass to prevent Cheliax from attempting a military takeover. Now that invasion is no longer an immediate risk, many are second-guessing the costs that Ravounel incurred to prevent it.", - "Other influential groups in the new realm include the aquatic elves of the Dismal Nitch, the strix of the Ravounel Forest, and the self-styled Kings and Queens of Vyre, the City of Masks. These last have kept Ravounel's government at a flirtatious distance, offering it sporadic and unreliable support without pledging any formal allegiance. Each of these groups offers valuable trade goods, military defenses, and regional intelligence, but none are accustomed to coordinating their interests or activities with the others. The new government of.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 104, - "name": "THE USKWOOD", - "entries": [ - "The dense, black-leaved Uskwood cloaks the heart of Nidal, including the shade city of Pangolais. This ancient forest has been carefully shaped and guided by Zon-Kuthon's faithful for millennia, resulting in an eerie, ominous wood that is not precisely \"wild\" in the way that most of Avistan's untamed forests are, but has rather been nurtured into a garden of nightmares.", - "The Shades of the Uskwood are the druidic order sworn to the Uskwood's mysteries. All members are albino, losing their natural pigmentation (if any) as part of their initiation ritual. Their alignment must be lawful evil or neutral evil, and they must worship Zon-Kuthon." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 105, - "name": "KINTARGO" - }, - "Ravounel is forever coaxing them to cooperate, and they have sometimes chafed at its demands. Meetings of the Council of Peers, as the factions' representatives are called, can be fractious.", - "The Bellflower Network, a secretive, halfling-centric organization that smuggles escaped slaves out of Cheliax to freedom, has also developed a strong presence in Ravounel, which has outlawed slavery under the new regime. However, Ravounel's emerging status as a haven for escaped slaves has caused it quite a few headaches, as slave-hunters such as the Hellknight Order of the Chain demand the government's cooperation in apprehending {@condition fleeing} slaves. An additional complication is that some Kintargan nobles, whose sympathies and business connections remain with Cheliax, have taken to kidnapping slaves and selling them back to the infernal empire. While Domina Bainilus would dearly love to put an end to this practice, she does not yet have the political or economic strength to confront these nobles, who collectively could threaten the stability of her regime.", - "Despite this, the mood in the young country is overwhelmingly optimistic.", - "Cheliax's most ardent loyalists have returned to their mother country, and the citizens who remain are determined to build Ravounel into a fairer and kinder society. Most of its people never believed they would live to see a day in which, after a largely bloodless revolution, they could declare their independence from the empire of devils and force House Thrune to respect that independence. If that means Ravounel must be slightly poorer and less grandiose than it was as an archduchy of Cheliax, this is little loss, for at least now its wealth and prestige can be shared more equitably among its citizens.", + "Other influential groups in the new realm include the aquatic elves of the Dismal Nitch, the strix of the Ravounel Forest, and the self-styled Kings and Queens of Vyre, the City of Masks. These last have kept Ravounel's government at a flirtatious distance, offering it sporadic and unreliable support without pledging any formal allegiance. Each of these groups offers valuable trade goods, military defenses, and regional intelligence, but none are accustomed to coordinating their interests or activities with the others. The new government of Ravounel is forever coaxing them to cooperate, and they have sometimes chafed at its demands. Meetings of the Council of Peers, as the factions' representatives are called, can be fractious.", + "The Bellflower Network, a secretive, halfling-centric organization that smuggles escaped slaves out of Cheliax to freedom, has also developed a strong presence in Ravounel, which has outlawed slavery under the new regime. However, Ravounel's emerging status as a haven for escaped slaves has caused it quite a few headaches, as slave-hunters such as the Hellknight Order of the Chain demand the government's cooperation in apprehending fleeing slaves. An additional complication is that some Kintargan nobles, whose sympathies and business connections remain with Cheliax, have taken to kidnapping slaves and selling them back to the infernal empire. While Domina Bainilus would dearly love to put an end to this practice, she does not yet have the political or economic strength to confront these nobles, who collectively could threaten the stability of her regime.", + "Despite this, the mood in the young country is overwhelmingly optimistic. Cheliax's most ardent loyalists have returned to their mother country, and the citizens who remain are determined to build Ravounel into a fairer and kinder society. Most of its people never believed they would live to see a day in which, after a largely bloodless revolution, they could declare their independence from the empire of devils and force House Thrune to respect that independence. If that means Ravounel must be slightly poorer and less grandiose than it was as an archduchy of Cheliax, this is little loss, for at least now its wealth and prestige can be shared more equitably among its citizens.", { "type": "pf2-h3", "source": "LOWG", "page": 105, - "name": "Vyre", + "name": "VYRE", "entries": [ "The independent city-state of Vyre, known as the City of Masks, predates Cheliax and has long been famous for its riotous entertainments. Gambling halls, fighting pits, brothels, and hawkers of every imaginable vice crowd the city, catering to wealthy Chelaxians seeking a respite from their regimented lives. Since Ravounel declared independence, Vyre's status has become even more ambiguous. The masked Kings and Queens who rule the city declared their support for Ravounel while simultaneously encouraging their Chelish visitors to continue carousing as if nothing had changed\u2014and, indeed, little seems to have changed in Vyre today. The same cruel entertainments that were available under Queen Abrogail II's rule are still performed under Domina Bainilus's flag, and the same promise of anonymity is offered to its guests. Beneath the surface, however, much is in flux. Vyre is a center of Norgorber's worship, and Vyre's current position as a playground between Cheliax and Ravounel has created a perfect opportunity for Norgorber's faithful to harvest secrets, sow betrayals, and sabotage both sides of the divide." ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 105, - "name": "ECONOMICS", - "entries": [ - "Cheliax has a strong and well-developed economy that circulates trade goods from across the world, produces everything from fine wines and olive oils to masterful artworks, and imports all manner of wares and people, whether as purchased slaves or as honored dignitaries invited for tours and residencies. Cheliax's trade, particularly in luxury goods, is highly valued across the continent.", - "Isger mainly exports lumber, food, and ore, and imports only basic manufactured goods. However, it's a vassal state of Cheliax, so its trade imbalance enriches only Cheliax's coffers.", - "Tolls and tariffs on the Conerica River trade are key to its economy.", - "Nidal exports silver jewelry, glasswork, and other finely crafted luxuries. It imports slaves, wines, and edible delicacies, but the nation is largely self-sufficient.", - "Ravounel is still finding its bearings with respect to trade. At present, it trades mostly with Cheliax, dealing in fish, marble, lumber, salt, silver, and other natural resources. The tourist trade through Vyre is also critically important for the young nation's emerging economy, even if Vyre's masked rulers are unreliable about sharing their wealth." - ] } ] }, @@ -2947,79 +3035,197 @@ "name": "Backgrounds", "entries": [ "The following backgrounds are particularly suitable for characters from the Old Cheliax region.", - "You grew up breeding and training the famous horses of the Atteran Ranches in northern Nidal. You may even be sympathetic to the Desnan dissidents who hide there from the Umbral Court.", - "Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.", - "You're trained in the {@skill Nature} skill and the {@skill Lore||Animal Lore} skill. You gain the {@feat Train Animal} skill feat.", - "You joined a secret society dedicated to freeing halfling slaves, most likely from the cruelty of Chelish reign. You know how to smuggle people in and out of countries.", - "Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.", - "You're trained in the {@skill Stealth} skill and the {@skill Lore||Underworld Lore} skill. You gain the {@feat Experienced Smuggler} skill feat.", - "You joined the fight against House Thrune. You may have helped liberate the nation of Ravounel, or you might be involved in another rebellion, such as Pezzack's, that studied Ravounel's successes.", - "Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.", - "You're trained in the {@skill Society} skill and the {@skill Lore||Kintargo Lore} skill. You gain the {@feat Streetwise} skill feat.", - "Whether you come from Westcrown or elsewhere, you hold the values of pre-Thrune Cheliax dear. You disdain the infernal government, but you are proud of your country and do not consider yourself a rebel.", - "Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.", - "You're trained in the {@skill Diplomacy} skill and the {@skill Lore||Westcrown Lore} skill. You gain the {@feat Group Impression} skill feat.", - "Your family, whether goblin, hobgoblin, or human, died in the Goblinblood Wars. Though you were marked by these losses, you managed to survive through your own resilience and resourcefulness.", - "Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.", - "You're trained in the {@skill Survival} skill and the {@skill Lore||Goblin Lore} skill. You gain the {@feat Assurance} skill feat with {@skill Survival}.", - "You are from Nidal, and regardless of your personal values, Zon-Kuthon has a claim on your soul due to an ancient pact. The Midnight Lord's unsettling influence is bred deep into your bones.", - "Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.", - "You're trained in the {@skill Intimidation} skill and the {@skill Lore||Shadow Plane Lore} skill. You gain the {@feat Quick Coercion} skill feat.", - "Despite the setbacks Cheliax has suffered recently, your loyalties lie with the devil-backed House Thrune. You consider the current queen to be the rightful ruler of your homeland, and you are willing to act against her enemies.", - "Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.", - "You're trained in the {@skill Religion} skill and the {@skill Lore||Hell Lore} skill You gain the {@feat Student of the Canon} skill feat." + { + "type": "list", + "columns": 3, + "items": [ + "{@background Atteran Rancher|lowg}", + "{@background Bellflower Agent|lowg}", + "{@background Chelish Rebel|lowg}", + "{@background Child of Westcrown|lowg}", + "{@background Goblinblood Orphan|lowg}", + "{@background Shadow Haunted|lowg}", + "{@background Thrune Loyalist|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 107, + "name": "Hellknight Armiger", + "entries": [ + "You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Hellknight Armiger Dedication|lowg}", + "{@feat Ardent Armiger|lowg}", + "{@feat Diabolic Certitude|lowg}", + "{@feat Mortification|lowg}", + "{@feat Armiger's Mobility|lowg}" + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "LOWG", + "page": 108, + "name": "Chapter 10: Saga Lands", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "source": "LOWG", + "page": 108, + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Irrisen, Lands of the Linnorm Kings, New Thassilon, Realm of the Mammoth Lords, Varisia" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Azlanti, Dwarven, Elven, Goblin, Gnome, Kellid, Shoanti, Taldan, Tien, Ulfen, Varisian" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Dwarven}, {@language Elven}, {@language Goblin}, {@language Gnomish}, {@language Hallit}, {@language Jotun}, {@language Shoanti}, {@language Skald}, {@language Thassilonian|lowg}, {@language Tien}, {@language Varisian}" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@organization Firebrands}, {@organization Pathfinder Society}, Sczarni" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Cayden Cailean}, {@deity Desna}, {@deity Gorum}, {@deity Lamashtu}, {@deity Nocticula|logm}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Armor/Weapons, Books/Lore, Cheese, Grain/Fruit, Jewelry/Gems, Livestock/Hides, Lumber, Magic Items, Ores, Ships" + } + ] + }, + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 110, + "name": "TIMELINE", + "entries": [ + "{@bold \u22125293 AR} Thassilon is destroyed in Earthfall, and the runelords retreat from the world.", + "{@bold \u2212473 AR} Linnorm King Ulvass makes the sea voyage to Arcadia and establishes Valenhall there as an earthly paradise.", + "{@bold 1975 AR} Ulfen longships raid heavily along the west coast of Avistan, devastating coastal settlements in what is now Cheliax.", + "{@bold 3313 AR} Baba Yaga comes to Golarion, humiliates the Linnorm Kingdoms by driving the Ulfen residents from a portion of their ancestral lands, and founds Irrisen in that region.", + "{@bold 4407 AR} Cheliax founds the city of Korvosa in southern Varisia.", + "{@bold 4507 AR} Chelish soldiers force the Shoanti out of the lowlands and up to the Cinderlands.", + "{@bold 4584 AR} Settlers from Korvosa, fed up with Cheliax's influence over Korvosa, travel west and found Magnimar.", + "{@bold 4608 AR} In the wake of the dawn of the Age of Lost Omens, thousands abandon Korvosa for Magnimar.", + "{@bold 4613 AR} Elvanna becomes queen of Irrisen.", + "{@bold 4682 AR} Queen Domina of Korvosa convinces the Hellknight Order of the Nail to relocate to her city's hinterlands.", + "{@bold 4702 AR} Runelord Karzoug awakens and begins to gather his power.", + "{@bold 4704 AR} White Estrid defeats the linnorm Boiltongue and recruits it rather than slaying it to prove her strength.", + "{@bold 4707 AR} Runelord Karzoug is defeated by a group of adventurers; word of Thassilon's mysteries begins to spread throughout the Inner Sea region.", + "{@bold 4708 AR} King Eodred perishes, leaving Korvosa in the hands of Queen Ileosa, whose harsh rule brings about a time of plague and cruelty.", + "{@bold 4709 AR} A falling star strikes an isle just south of Riddleport, causing a tsunami that damages the city. Drow appear for the first time on the surface of the world in Riddleport and in the ruins of Celwynvian.", + "{@bold 4712 AR} Adventurers from Magnimar reconstruct the lost Sihedron. Their efforts accidentally trigger the rise of the isle of Xin from the nearby sea, creating a tsunami that damages ports as far away as Hermea.", + "{@bold 4713 AR} Queen Elvanna is defeated after she attempts to usurp Baba Yaga's influence over Irrisen; Queen Anastasia takes the throne as Irrisen's first non-winter witch ruler.", + "{@bold 4718 AR} Other runelords emerge, chief among them Runelord Alaznist, whose damage to the flow of time threatens reality before she is ultimately defeated by heroes; New Thassilon is founded.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 112, + "name": "NOTABLE FIGURES" + }, + "The following are key public figures in the region.", + { + "type": "entries", + "entries": [ + "{@bold QUEEN ANASTASIA}", + "While Queen Anastasia hails from a distant world where magic is a poorly understood myth, she has adapted to her new role as queen of Irrisen with grace." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold RUNELORD BELIMARIUS}", + "Envious Belimarius clings to the old traditions of Thassilon and sees herself as the only true runelord remaining alive; she jealously eyes Sorshen's power and lands." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold LORD-MAYOR SABRIYYA KALMERALM}", + "When Magnimar's previous lord-mayor died under mysterious circumstances, townsfolk elected this silver-tongued merchant, scandalizing the city's nobles." + ] + }, + { + "type": "entries", + "entries": [ + "{@bold QUEEN SORSHEN}", + "One of the most powerful wizards to rule in ancient Thassilon, Sorshen hopes to sculpt New Thassilon into a haven for exiles from across the world." + ] + }, + { + "type": "pf2-title", + "source": "LOWG", + "page": 113, + "name": "ECONOMICS" + }, + "The greatest exports of the Saga Lands are its legends. Potent magical items and powerful secret traditions remain hidden in the land's ancient tombs and have made many adventurers famous and rich. Beyond such ephemeral and unreliable treasures, the Saga Lands are rich in natural resources\u2014vast forests, untouched lodes of precious metals, and a plethora of fish and game can be found in the region. As the role the Saga Lands plays in the region grows, control of these resources will surely be a key factor in guiding the region's global standing and fate.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 114, + "name": "NOCTICULA" + }, + "Until recently, Nocticula dwelt in the Abyss, where she ruled as the Queen of the Succubi. Though her legacy is one of assassinations against fellow demon lords, she has abandoned her empire and her very nature to rise from the Abyss as a new deity. Now known as the Redeemer Queen, Nocticula has cast aside her former association with lust and slaughter to welcome artists and exiles alike to her faith. Her worshippers\u2014who are chaotic neutral, though her message is spreading to others\u2014hold the powers to bring works of art to life and to manipulate the essence of night for creation. Her symbol is a smirking moon bearing a crown, and her favored weapon is the dagger. Worship of Nocticula is strong in New Thassilon and western Varisia, and it is gaining purchase elsewhere\u2014particularly in parts of Nidal, where many rebels seek a different expression of the wonders of midnight than the pain and loss Zon-Kuthon glorifies.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 115, + "name": "RUNELORDS" + }, + "When the wizard Xin founded the realm of Thassilon, he hoped to create a nation free from the excesses and elitism of Azlant. This dream was dashed when the runelords assassinated him and took control of his empire. Though the title of runelord has passed between many individuals throughout history, the seven runelords that returned to plague Golarion in present times were Alaznist the Runelord of Wrath, Belimarius the Runelord of Envy, Karzoug the Runelord of Greed, Krune the Runelord of Sloth, Sorshen the Runelord of Lust, Xanderghul the Runelord of Pride, and Zutha the Runelord of Gluttony.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 116, + "name": "RELATIONS" + }, + "The longest-running tension in the Saga Lands is without a doubt the grudge between the Lands of the Linnorm Kings and Irrisen. Now that the frozen land has an untested new queen, many among the Linnorm Kingdoms are agitating for a rekindling of old wars. Just to the south, New Thassilon is beset with its own perils as rivals Sorshen and Belimarius hold drastically different visions for the future. The city-states of Varisia continue to increase their influence and fame with the nations to the south, for this land's ports offer some of the most lucrative destinations and opportunities for trade in all of the Saga Lands.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 117, + "name": "MEGAFAUNA MINIONS" + }, + "Megafauna animal companions are mostly similar to other animal companions of the same category, though they look different, and they have one difference in their upgrade path. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, a megafauna companion instead can choose to become a savage or indomitable companion. An indomitable companion increases its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows in size by one category. Its attacks count as magical for the purpose of ignoring resistances." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 107, - "name": "Hellknight Armiger", + "page": 109, + "name": "Saga Lands", "entries": [ - "You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks." + "The northwestern reaches of Avistan boast vast woodlands, towering mountain ranges, sweeping deserts and tundra, and sprawling swamplands, yet not all is wilderness. Kingdoms, clans, and free cities alike can be found throughout this far-flung stretch of the Inner Sea region, each with its own traditions and legends. Indeed, the stories that come from this part of the world truly are the stuff of legends, as one might expect of a region known as the Saga Lands.", + "The story of the Saga Lands begins well before Earthfall, when a band of exiles from the ancient nation of Azlant fled eastward and gathered here. Under the leadership of a man named Xin, these exiles founded the empire of Thassilon, which swiftly grew in power. It wasn't long before Xin's self-appointed governors, seven specialized wizards known collectively as runelords, turned against their king and assassinated him. The runelords then each seized control of one of Thassilon's nations, and in time they came to view each other as enemies. They enslaved giants to build staggering monuments, commanded dragons and monsters as specialized heroes and guardians, and ruled cruelly over the Varisian and Shoanti people whose land the runelords had claimed to build their empire.", + "When Earthfall came, it devastated Thassilon as it did other parts of Golarion, yet the runelords had foreseen the looming catastrophe. Each developed their own solution to escape death from the apocalypse, but none of them appreciated the magnitude of the coming devastation. Though they had hoped to emerge from their shelters in the aftermath, they instead remained locked away for millennia, neither alive nor dead.", + "In time, the legacy of Thassilon faded, and the rule of the runelords was remembered in oral traditions as something more akin to parable than actual history. The lands once dominated by the runelords were reduced to wilderness in which the survivors from Earthfall built up their own societies, while explorers and settlers from southern regions constructed cities over the ancient ruins. Today these lands host a wide range of peoples and cultures. In the Lands of the Linnorm Kings, the right to rule and lead raids is determined by one's ability to defeat a powerful linnorm dragon in combat. East of this, in the nation of Irrisen, generations of witches descended from a legend hold the reins of rule, and winter is a constant presence. The Realm of the Mammoth Lords occupies the northeastern portion of the Saga Lands, past the reaches of the ancient Thassilonian empire, and is home to valiant warriors who ride megafauna into battle. In the southern extent, the frontier realm known as Varisia, once the heart of Thassilon itself, has seen new sagas to rival any that have come before.", + "In recent years, Varisia and Irrisen alike have seen tumult and change. In Irrisen, the cycle of rule by a cabal of winter witches has been disrupted, and none can say where the land's new queen aims to take her country. Meanwhile, Varisia has witnessed the rise of Thassilon's runelords from the forgotten past. Heroes stepped in to first defeat one runelord, and then most of the other runelords who followed." ] - } - ] - }, - { - "type": "pf2-h1", - "source": "LOWG", - "page": 108, - "name": "Saga Lands", - "entries": [ - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 108, - "name": "Irrisen (N) Lands of the Linnorm Kings (N) New Thassilon (N) Realm of the Mammoth Lords (N) Varisia (N) TIMELINE", - "entries": [ - "\u20135293 ar Thassilon is destroyed in Earthfall, and the runelords retreat from the world.", - "\u2013473 ar Linnorm King Ulvass makes the sea voyage to Arcadia and establishes Valenhall there as an earthly paradise.", - "1975 ar Ulfen longships raid heavily along the west coast of Avistan, devastating coastal settlements in what is now Cheliax.", - "3313 ar Baba Yaga comes to Golarion, humiliates the Linnorm Kingdoms by driving the Ulfen residents from a portion of their ancestral lands, and founds Irrisen in that region.", - "4407 ar Cheliax founds the city of Korvosa in southern Varisia.", - "4507 ar Chelish soldiers force the Shoanti out of the lowlands and up to the Cinderlands.", - "4584 ar Settlers from Korvosa, fed up with Cheliax's influence over Korvosa, travel west and found Magnimar.", - "4608 ar In the wake of the dawn of the Age of Lost Omens, thousands abandon Korvosa for Magnimar.", - "4613 ar Elvanna becomes queen of Irrisen.", - "4682 ar Queen Domina of Korvosa convinces the Hellknight Order of the Nail to relocate to her city's hinterlands.", - "4702 ar Runelord Karzoug awakens and begins to gather his power.", - "4704 ar White Estrid defeats the linnorm Boiltongue and recruits it rather than slaying it to prove her strength.", - "4707 ar Runelord Karzoug is defeated by a group of adventurers; word of Thassilon's mysteries begins to spread throughout the Inner Sea region.", - "4708 ar King Eodred perishes, leaving Korvosa in the hands of Queen Ileosa, whose harsh rule brings about a time of plague and cruelty.", - "4709 ar A falling star strikes an isle just south of Riddleport, causing a tsunami that damages the city. Drow appear for the first time on the surface of the world in Riddleport and in the ruins of Celwynvian.", - "4712 ar Adventurers from Magnimar Their efforts accidentally trigger the rise of the isle of Xin from the nearby sea, creating a tsunami that damages ports as far away as Hermea.", - "4713 ar Queen Elvanna is defeated after she attempts to usurp Baba Yaga's influence over Irrisen; Queen Anastasia takes the throne as Irrisen's first non-winter witch ruler.", - "4718 ar Other runelords emerge, chief among them Runelord Alaznist, whose damage to the flow of time threatens reality before she is ultimately defeated by heroes; New Thassilon is founded." - ] - }, - "The northwestern reaches of Avistan boast vast woodlands, towering mountain ranges, sweeping deserts and tundra, and sprawling swamplands, yet not all is wilderness. Kingdoms, clans, and free cities alike can be found throughout this far-flung stretch of the Inner Sea region, each with its own traditions and legends.", - "Indeed, the stories that come from this part of the world truly are the stuff of legends, as one might expect of a region known as the Saga Lands.", - "The story of the Saga Lands begins well before Earthfall, when a band of exiles from the ancient nation of Azlant fled eastward and gathered here. Under the leadership of a man named Xin, these exiles founded the empire of Thassilon, which swiftly grew in power. It wasn't long before Xin's self-appointed governors, seven specialized wizards known collectively as runelords, turned against their king and assassinated him. The runelords then each seized control of one of Thassilon's nations, and in time they came to view each other as enemies. They enslaved giants to build staggering monuments, commanded dragons and monsters as specialized heroes and guardians, and ruled cruelly over the Varisian and Shoanti people whose land the runelords had claimed to build their empire.", - "When Earthfall came, it devastated Thassilon as it did other parts of Golarion, yet the runelords had foreseen the looming catastrophe. Each developed their own solution to escape death from the apocalypse, but none of them appreciated the magnitude of the coming devastation. Though they had hoped to emerge from their shelters in the aftermath, they instead remained locked away for millennia, neither alive nor dead.", - "In time, the legacy of Thassilon faded, and the rule of the runelords was remembered in oral traditions as something more akin to parable than actual history. The lands once dominated by the runelords were reduced to wilderness in which the survivors from Earthfall built up their own societies, while explorers and settlers from southern regions constructed cities over the ancient ruins.", - "Today these lands host a wide range of peoples and cultures. In the Lands of the Linnorm Kings, the right to rule and lead raids is determined by one's ability to defeat a powerful linnorm dragon in combat. East of this, in the nation of Irrisen, generations of witches descended from a legend hold the reins of rule, and winter is a constant presence. The Realm of the Mammoth Lords occupies the northeastern portion of the Saga Lands, past the reaches of the ancient Thassilonian empire, and is home to valiant warriors who ride megafauna into battle. In the southern extent, the frontier realm known as Varisia, once the heart of Thassilon itself, has seen new sagas to rival any that have come before.", - "In recent years, Varisia and Irrisen alike have seen tumult and change. In Irrisen, the cycle of rule by a cabal of winter witches has been disrupted, and none can say where the land's new queen aims to take her country. Meanwhile, Varisia has witnessed the rise of Thassilon's runelords from the forgotten past. Heroes stepped in to first defeat one runelord, and then most of the other runelords who followed.", + }, { "type": "pf2-h2", "source": "LOWG", @@ -3027,26 +3233,24 @@ "name": "Irrisen", "entries": [ "The nation of Irrisen is known throughout the Inner Sea region as a land of magic and wonder, an enchanted place where winter is constant, wild animals can talk, and mysterious spellcasters known as the winter witches rule. Yet none of these stories make any pretense that Irrisen is a place of comfort and delight. The stories of Irrisen's sagas are told to children by parents as parables\u2014they must mind their elders and be good, lest the winter witches snatch them away and feed them to their true leader, the legendary Queen of Witches: Baba Yaga. In the case of Irrisen, these childhood fairy tales are even more accurate than one might think.", - "Baba Yaga herself exists, but she does not hail from Golarion. She traveled to Avistan nearly 1,400 years ago from a distant, unknown world and subjugated a portion of the Lands of the Linnorm Kings during a particularly harrowing and brutal winter, claiming the land as her own. She killed all who resisted and.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 111, - "name": "IRRISEN" - }, - "enslaved those who did not. Her conquest of Irrisen took a mere 23 days, and the nation has remained locked in the throes of winter ever since.", + "Baba Yaga herself exists, but she does not hail from Golarion. She traveled to Avistan nearly 1,400 years ago from a distant, unknown world and subjugated a portion of the Lands of the Linnorm Kings during a particularly harrowing and brutal winter, claiming the land as her own. She killed all who resisted and enslaved those who did not. Her conquest of Irrisen took a mere 23 days, and the nation has remained locked in the throes of winter ever since.", "For many of those years, Irrisen has clashed with its western neighbor, the Lands of the Linnorm Kings. Memories of defeat linger in that proud nation, and even as the centuries wore on, the Linnorm Kings and their subjects could not forget the swift and humiliating defeat Baba Yaga handed them during those 23 days. The border between the two nations has long been fraught with fighting and intrigue, but the wards protecting Irrisen are as potent as their witch leaders.", "Baba Yaga herself did not linger after her triumph. As if the act of conquering the land were all that mattered, she left its rule in the hands of one of her daughters, a cruel witch who was promised eternal youth in return for keeping the nation safe and secure. Every 100 years, though, Baba Yaga returned to reclaim the ruling queen, taking that daughter away to accompany her on her journeys to other worlds and leaving a new daughter installed on the throne.", "After 13 queens, this pattern collapsed. The fourteenth ruling daughter was a woman named Elvanna, said to be the most cruel of a long line of cruel queens. As the time of Baba Yaga's return drew near, Elvanna grew more and more convinced that she deserved to remain Irrisen's ruler forever. When her mother arrived, Elvanna triggered a devious trap and captured Baba Yaga, then turned her magic toward spreading the curse of winter to other lands. Only the timely intervention of a band of heroes halted her plot, freed Baba Yaga, and saw Elvanna's defeat. Today, for the first time since its founding, Irrisen is ruled by someone other than a winter witch, yet this should not necessarily be taken as a hopeful sign. Queen Anastasia may be young, but as an exile of the same world her ancient grandmother Baba Yaga hailed from, she has the potential to wield great power. Just how she will choose to exert this power in her stewardship over Irrisen has yet to be unveiled. Certainly, Irrisen is no safer a place today than it has been for centuries, and with rumbles of embittered witches who regard Queen Anastasia as the \"Fraud Queen,\" it remains to be seen if her rule will match the century-long reigns of her 14 aunts.", - "Today, Irrisen remains in the grip of unending ice and snow. Even Baba Yaga herself seems unable, or at least unwilling, to end the reign of winter within the land.", - "As such, the land remains eternally frozen, with frost goblins, winter wolves, ice trolls, and all manner of rime-coated fey posing common threats to those who have little other choice but to keep their heads low and their minds focused on simply making it one day at a time. That the first few years of Queen Anastasia's rule have resulted in less agony for the land's citizens is not taken as indication of a blissful future. Life in Irrisen has always been tough, and many still feel that the new queen's kindness is a cruel trick intended to grant hope only to rip it away just as the citizens start to trust again. And beyond the dissidents and spurned witch relations of the prior ruling castes plotting intrigue and fomenting rebellion, there is always the threat to the west of the Linnorm Kingdoms\u2014memories of defeat still linger there, and with an untested queen on the throne, it may be only a matter of a few months before a new invasion begins.", + "Today, Irrisen remains in the grip of unending ice and snow. Even Baba Yaga herself seems unable, or at least unwilling, to end the reign of winter within the land. As such, the land remains eternally frozen, with frost goblins, winter wolves, ice trolls, and all manner of rime-coated fey posing common threats to those who have little other choice but to keep their heads low and their minds focused on simply making it one day at a time. That the first few years of Queen Anastasia's rule have resulted in less agony for the land's citizens is not taken as indication of a blissful future. Life in Irrisen has always been tough, and many still feel that the new queen's kindness is a cruel trick intended to grant hope only to rip it away just as the citizens start to trust again. And beyond the dissidents and spurned witch relations of the prior ruling castes plotting intrigue and fomenting rebellion, there is always the threat to the west of the Linnorm Kingdoms\u2014memories of defeat still linger there, and with an untested queen on the throne, it may be only a matter of a few months before a new invasion begins.", { "type": "pf2-h3", "source": "LOWG", "page": 112, - "name": "Wintery Spells", + "name": "WINTERY SPELLS", "entries": [ - "The eternal winter of Irrisen has inspired numerous spells, but the simplicity of the {@spell snowball|LOWG} spell has resulted in use throughout the Saga Lands." + "The eternal winter of Irrisen has inspired numerous spells, but the simplicity of the snowball spell has resulted in use throughout the Saga Lands.", + { + "type": "list", + "items": [ + "{@spell Snowball|lowg}" + ] + } ] } ] @@ -3058,60 +3262,8 @@ "name": "Lands of the Linnorm Kings", "entries": [ "As in so many other regions along the northern edge of Avistan, life is hard for the people of the Lands of the Linnorm Kings. What land that isn't frozen marsh is heavily strewn with stones and boulders\u2014starvation is thus a constant threat in the barren winter months. Traditionally, the people of the Linnorm Kingdoms fought against the cruel specter of hunger by taking to the seas in their distinctive longships, engaging in violent coastal raids along Avistan's extensive western coastline in order to secure valuable plunder and supplies. As the centuries wore on and the lands to the south grew more heavily populated, more organized, and thus more dangerous to raid, many of the Linnorm Kingdoms turned in their swords and shields for the tools of trade, and their long trips south sought to secure mercantile alliances rather than blood-won conquest. Yet some of the Kingdoms found such changes to tradition as dishonorable to their ancestors, and others simply preferred the act of raiding to the pursuit of trade.", - "The harsh land and harsher winters are far from the only dangers in the Lands of the Linnorm Kings. Vast reaches of wilderness, ranging from rocky tundra to tangled forest to rugged hills, cut wide swaths between the settled reaches of the kingdoms, and in these lands dwell monsters. Capricious fey are common in these places, as are bloodthirsty trolls and murderous giants, strangely enchanted animals that can both plead for their lives and utter dire curses, and the unquiet spirits of the restless dead who haunt the places where they fell. The most dangerous are linnorms\u2014primordial dragons of vast size and great strength. Facing a linnorm in.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 112, - "name": "NOTABLE FIGURES", - "entries": [ - "The following are key public figures in the region." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 112, - "name": "QUEEN ANASTASIA", - "entries": [ - "While Queen Anastasia hails from a distant world where magic is a poorly understood myth, she has adapted to her new role as queen of Irrisen with grace." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 112, - "name": "RUNELORD BELIMARIUS", - "entries": [ - "Envious Belimarius clings to the old traditions of Thassilon and sees herself as the only true runelord remaining alive; she jealously eyes Sorshen's power and lands." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 112, - "name": "LORD-MAYOR SABRIYYA KALMERALM", - "entries": [ - "When Magnimar's previous lord-mayor died under mysterious circumstances, townsfolk elected this silver-tongued merchant, scandalizing the city's nobles." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 112, - "name": "QUEEN SORSHEN", - "entries": [ - "One of the most powerful wizards to rule in ancient Thassilon, Sorshen hopes to sculpt New Thassilon into a haven for exiles from across the world." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 113, - "name": "THIRA ASH-EYES" - }, - "combat is folly for all but the most formidable warriors, and even in death these mighty dragons bestow hideous curses that can linger for a lifetime in the flesh and bones of their killers. In the Lands of the Linnorm Kings, however, anyone who aspires to rightfully rule a kingdom must seek out a linnorm, confront it, and defeat it in combat.", - "Sometimes, this violent rite breeds controversy. For example, none saw King Opir Eightfingers slay his linnorm\u2014he merely returned to the city of Jol with a severed linnorm's head, already decaying, as proof of his deed. Those who whispered that Opir found a dead linnorm and absconded with its head learned to keep their suspicions quiet after enough grisly and very public executions. When New Thassilon rose along the Linnorm Kingdom's southern borders, King Opir made his final mistake and launched an ill-advised series of raids against the holdings of Runelord Belimarius. His defeat left his kingdom without a leader, although none found Opir's body among the dead in the battlefield. Some say the fallen king languishes in a {@condition hidden} dungeon somewhere in the island reaches of western New Thassilon, while others whisper that he fled to the mountains and even now is building a new army and will soon return to his place on the throne. That Opir left behind no friends interested in looking into his disappearance or seeking a potential resurrection only further deepens the mystery of his fate.", + "The harsh land and harsher winters are far from the only dangers in the Lands of the Linnorm Kings. Vast reaches of wilderness, ranging from rocky tundra to tangled forest to rugged hills, cut wide swaths between the settled reaches of the kingdoms, and in these lands dwell monsters. Capricious fey are common in these places, as are bloodthirsty trolls and murderous giants, strangely enchanted animals that can both plead for their lives and utter dire curses, and the unquiet spirits of the restless dead who haunt the places where they fell. The most dangerous are linnorms\u2014primordial dragons of vast size and great strength. Facing a linnorm in combat is folly for all but the most formidable warriors, and even in death these mighty dragons bestow hideous curses that can linger for a lifetime in the flesh and bones of their killers. In the Lands of the Linnorm Kings, however, anyone who aspires to rightfully rule a kingdom must seek out a linnorm, confront it, and defeat it in combat.", + "Sometimes, this violent rite breeds controversy. For example, none saw King Opir Eightfingers slay his linnorm\u2014he merely returned to the city of Jol with a severed linnorm's head, already decaying, as proof of his deed. Those who whispered that Opir found a dead linnorm and absconded with its head learned to keep their suspicions quiet after enough grisly and very public executions. When New Thassilon rose along the Linnorm Kingdom's southern borders, King Opir made his final mistake and launched an ill-advised series of raids against the holdings of Runelord Belimarius. His defeat left his kingdom without a leader, although none found Opir's body among the dead in the battlefield. Some say the fallen king languishes in a hidden dungeon somewhere in the island reaches of western New Thassilon, while others whisper that he fled to the mountains and even now is building a new army and will soon return to his place on the throne. That Opir left behind no friends interested in looking into his disappearance or seeking a potential resurrection only further deepens the mystery of his fate.", "Elsewhere in the Linnorm Kingdoms, King White Estrid upended tradition by subjugating a linnorm upon defeating it and taking it into her service instead of slaying it. Her mercy toward the linnorm Boiltongue was met initially with skepticism, but her enemies quickly learned that a ruler with a linnorm to back her demands is mighty indeed. King Thira Ash-Eyes was less merciful to her linnorm foe, killing the beast and then claiming the throne in the region's capital of Kalsgard after her father, King Sveinn Blood-Eagle, set sail to the west on a quest to retire to the afterlife in legendary Valenhall. The Varki ranger Nankou caused a stir by taking the title of linnorm king in Icemark, shocking many Ulfen warriors\u2014though none can dispute the new king's triumph over a linnorm, most Ulfen never expected one of the Varki people to claim what they consider to be an Ulfen title. The most recent king to take a throne is the legendary adventurer Ostog the Unslain, who claimed the throne of Jol after Opir's disappearance. Whether Ostog can keep his title of Unslain for long while holding his throne, only time can tell." ] }, @@ -3121,42 +3273,13 @@ "page": 113, "name": "New Thassilon", "entries": [ - "Runelord Karzoug was the first of Thassilon's seven runelords to wake after thousands of years in stasis, trapped just beyond the borders of reality until an unwitting stone giant wizard set in motion the process enabling the runelord's return. A band of heroes stood against Karzoug and his giant armies and defeated him, and in the process resurrected the legacy of Thassilon.", - "When the revelation spread through Avistan that Varisia was once the site of a powerful and ancient empire of wizards that had been lost to time, adventurers, explorers, scholars, and investigators came from far and wide to study and learn more about Thassilon.", + "Runelord Karzoug was the first of Thassilon's seven runelords to wake after thousands of years in stasis, trapped just beyond the borders of reality until an unwitting stone giant wizard set in motion the process enabling the runelord's return. A band of heroes stood against Karzoug and his giant armies and defeated him, and in the process resurrected the legacy of Thassilon. When the revelation spread through Avistan that Varisia was once the site of a powerful and ancient empire of wizards that had been lost to time, adventurers, explorers, scholars, and investigators came from far and wide to study and learn more about Thassilon.", "Leaders among Varisia's city-states grew worried, though, for seven runelords had vanished at Earthfall, and if only one rising from slumber could wreak so much havoc, what then would happen if the others rose as well? At their urging, a new band of heroes sought out an ancient artifact, the seven-pointed {@i Sihedron}, and rebuilt it from its shattered parts. Originally created by Thassilon's founder, the mighty wizard Xin, the {@i Sihedron} held within it the secrets of Thassilonian magic and would be a valuable defense against the other runelords should the time come.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 114, - "name": "ECONOMICS", - "entries": [ - "The greatest exports of the Saga Lands are its legends. Potent magical items and powerful secret traditions remain {@condition hidden} in the land's ancient tombs and have made many adventurers famous and rich. Beyond such ephemeral and unreliable treasures, the Saga Lands are rich in natural resources\u2014vast forests, untouched lodes of precious metals, and a plethora of fish and game can be found in the region. As the role the Saga Lands plays in the region grows, control of these resources will surely be a key factor in guiding the region's global standing and fate." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 114, - "name": "EURYTHNIA" - }, - "Yet when the other runelords inevitably began to rise, Varisia's reigning heroes and the {@i Sihedron} alike vanished without a trace. A new band of heroes rose to face prevented her from altering time itself to turn the Saga Lands into an empire of pain and wrath. But the heroes needed help to achieve this goal, and they found it in the most unlikely of places\u2014Runelord Sorshen.", + "Yet when the other runelords inevitably began to rise, Varisia's reigning heroes and the {@i Sihedron} alike vanished without a trace. A new band of heroes rose to face the challenge, discovered the Sihedron's fate, stood against Runelord Alaznist, and prevented her from altering time itself to turn the Saga Lands into an empire of pain and wrath. But the heroes needed help to achieve this goal, and they found it in the most unlikely of places\u2014Runelord Sorshen.", "Once the ruler of Eurythnia along Varisia's southern coast, Sorshen was one of the most powerful of the seven runelords, and after the events of the recent return of the runelords settled, she was one of only two who survived. Sorshen and her counterpart, Runelord Belimarius, went on to claim a swath of thinly inhabited land along the northern edge of Varisia consisting primarily of the towering Kodar Mountains. This became New Thassilon.", - "The land of New Thassilon itself is further divided into two smaller kingdoms.", - "Sorshen rules Eurythnia, the larger of the two, but her rule over this land is light and her involvement in the life of this land's subjects subtle. Working as her adviser and benefactor is her once-demonic patron Nocticula, a newly ascended divinity associated with midnight, exiles, and artists. Together they seek to fashion Eurythnia and, in time, all of New Thassilon into a place where those with no other land to call their own can seek shelter, an asylum state for exiled politicians, subversive artists, and misfits of society. As queen of Eurythnia, Sorshen has abandoned the trappings of runelord and does not seek to follow in the footsteps of her fellows Karzoug and Alaznist. She's seen their attempts at rule by force fail and has realized that the world has moved on since Thassilon's fall. Wiser and accepting of this change, Queen Sorshen seeks to build New Thassilon into a place that can exist peacefully alongside its neighbors.", - "This view is not shared by her co-ruler to the west. Runelord Belimarius continues to be poisoned by the sting of envy, despite mercy and understanding from the heroes who could have destroyed her. She seems incapable of looking upon her neighbors' holdings without jealousy, despite the fact that her own power remains great. Her first major act as ruler was a short but pivotal war with King Opir Eightfingers, whose realm in the Linnorm Kingdoms lay just north of her own. Her defeat of this unpopular ruler ironically cast her in a more favorable light, yet the gratitude of those who had grown tired of Opir's posturing is likely to be short-lived.", - "Sorshen knows Belimarius is an unstable element and may be the greatest threat to her hopes of New Thassilon finding a more peaceful position in the Saga Lands. Though resigned that it's simply a matter of time before something must be done about her rival, Sorshen nevertheless abstains from dissenting publicly, allowing Belimarius to forge her own fate.", - "One significant development among the citizens of New Thassilon is the evolution of the title of \"runelord\" itself.", - "In ancient Thassilon, only seven at a time.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 114, - "name": "NOCTICULA", - "entries": [ - "Until recently, Nocticula dwelt in the Abyss, where she ruled as the Queen of the Succubi. Though her legacy is one of assassinations against fellow demon lords, she has abandoned her empire and her very nature to rise from the Abyss as a new deity. Now known as the Redeemer Queen, Nocticula has cast aside her former association with lust and slaughter to welcome artists and exiles alike to her faith. Her worshippers\u2014who are chaotic neutral, though her message is spreading to others\u2014hold the powers to bring works of art to life and to manipulate the essence of night for creation. Her symbol is a smirking moon bearing a crown, and her favored weapon is the dagger. Worship of Nocticula is strong in New Thassilon and western Varisia, and it is gaining purchase elsewhere\u2014particularly in parts of Nidal, where many rebels seek a different expression of the wonders of midnight than the pain and loss Zon-Kuthon glorifies." - ] - }, - "held this title\u2014it was synonymous with \"governor\" or \"ruler\" as much as it indicated mastery over arcane magic. But now, many have begun to explore and examine what it meant to be a runelord. In time, the notion of runelord may well make the transition from a governmental title to a widespread term. One of this movement's most vocal and compelling leaders is a woman named Aethusa, the so-called \"Thrice-born Queen,\" who claims to be the reincarnation of not one but two runelords of old." + "The land of New Thassilon itself is further divided into two smaller kingdoms. Sorshen rules Eurythnia, the larger of the two, but her rule over this land is light and her involvement in the life of this land's subjects subtle. Working as her adviser and benefactor is her once-demonic patron Nocticula, a newly ascended divinity associated with midnight, exiles, and artists. Together they seek to fashion Eurythnia and, in time, all of New Thassilon into a place where those with no other land to call their own can seek shelter, an asylum state for exiled politicians, subversive artists, and misfits of society. As queen of Eurythnia, Sorshen has abandoned the trappings of runelord and does not seek to follow in the footsteps of her fellows Karzoug and Alaznist. She's seen their attempts at rule by force fail and has realized that the world has moved on since Thassilon's fall. Wiser and accepting of this change, Queen Sorshen seeks to build New Thassilon into a place that can exist peacefully alongside its neighbors.", + "This view is not shared by her co-ruler to the west. Runelord Belimarius continues to be poisoned by the sting of envy, despite mercy and understanding from the heroes who could have destroyed her. She seems incapable of looking upon her neighbors' holdings without jealousy, despite the fact that her own power remains great. Her first major act as ruler was a short but pivotal war with King Opir Eightfingers, whose realm in the Linnorm Kingdoms lay just north of her own. Her defeat of this unpopular ruler ironically cast her in a more favorable light, yet the gratitude of those who had grown tired of Opir's posturing is likely to be short-lived. Sorshen knows Belimarius is an unstable element and may be the greatest threat to her hopes of New Thassilon finding a more peaceful position in the Saga Lands. Though resigned that it's simply a matter of time before something must be done about her rival, Sorshen nevertheless abstains from dissenting publicly, allowing Belimarius to forge her own fate.", + "One significant development among the citizens of New Thassilon is the evolution of the title of \"runelord\" itself. In ancient Thassilon, only seven at a time held this title\u2014it was synonymous with \"governor\" or \"ruler\" as much as it indicated mastery over arcane magic. But now, many have begun to explore and examine what it meant to be a runelord. In time, the notion of runelord may well make the transition from a governmental title to a widespread term. One of this movement's most vocal and compelling leaders is a woman named Aethusa, the so-called \"Thrice-born Queen,\" who claims to be the reincarnation of not one but two runelords of old." ] }, { @@ -3165,90 +3288,25 @@ "page": 115, "name": "Realm of the Mammoth Lords", "entries": [ - "The hearty folk of the Realm of the Mammoth Lords are surrounded by upheaval.", - "To the west, the land of Irrisen recently lost its queen and is in the middle of the first significant change in the inheritance of power in 14 centuries. To the south, the orcs of Belkzen seem on the cusp of transitioning from a more warlike and brutal way of life into something new, with their refusal to rejoin the ranks of their one-time oppressor Tar-Baphon as a potential catalyst. But it was to the east that the biggest change surrounding this realm took place, for here, with the closing of the Worldwound, the Mammoth Lords have less to worry about with each passing day. Every demon slaughtered now lessens the whole, whereas before it seemed as if untold more sprang from the rift between worlds with each minor victory. The Mammoth Lords are proud that through it all, life in their lands has remained largely unchanged. They point to this as a strength, seeing it as proof that their ways and traditions have not only withstood the test of time, but vanquished it. And while there is wisdom in these beliefs, there is also bravado, for not all is safe and sound in this rugged landscape.", - "One need look no further than the Mammoth Lords themselves\u2014 various bands of nomadic Kellids\u2014for proof of the land's dangers, for the Mammoth Lords are very much a product of this region. Here, megafauna of all sorts live wild, from armored glyptodons and giant ground sloths to ravenous cave bears and smilodons. None are larger or mightier than the mammoths that travel the plains of this land in vast herds.", - "The Mammoth Lords earned their name by mastering these elephantine creatures, as well as many other types of megafauna. These animals serve the Mammoth Lords as mounts, guardians, and engines of war. The Mammoth Lord clans have no central organization and instead gather along extended family lines; occasionally multiple families join together as followings. The followings keep territories that often clash with others, but they have no true capital city.", - "Now that the orcs have grown more peaceful, Irrisen has gained a potentially gentler queen, and the Worldwound has healed, these clashes are growing. Some of the wiser among the Mammoth Lords see that the lack of conflicts along the borders has left the more violent-minded of the various followings without real enemies to face, leaving them to invent conflicts with each other.", - "Traditionally, the Mammoth Lords have had another sort of enemy closer to home\u2014 the frost giants. But as with the more distant dangers, the giants have seemed to fade.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 115, - "name": "RUNELORDS", - "entries": [ - "When the wizard Xin founded the realm of Thassilon, he hoped to create a nation free from the excesses and elitism of Azlant. This dream was dashed when the runelords assassinated him and took control of his empire. Though the title of runelord has passed between many individuals throughout history, the seven runelords that returned to plague Golarion in present times were Alaznist the Runelord of Wrath, Belimarius the Runelord of Envy, Karzoug the Runelord of Greed, Krune the Runelord of Sloth, Sorshen the Runelord of Lust, Xanderghul the Runelord of Pride, and Zutha the Runelord of Gluttony." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 116, - "name": "AETHUSA MAMMOTH RIDER" - }, - "from view. The prouder of the Mammoth Lords attribute this too to the superiority of their way of life, bragging that giants can witness \"smaller folk\" defeating their kin in battle only so many times before they retreat for good. Some Mammoth Lords have already taken to calling the giants a folktale of the past, despite the fact that proof of their kind remains scattered throughout the land in the form of lost oversized weapons or immense bones left behind by not-so-ancient battles.", + "The hearty folk of the Realm of the Mammoth Lords are surrounded by upheaval. To the west, the land of Irrisen recently lost its queen and is in the middle of the first significant change in the inheritance of power in 14 centuries. To the south, the orcs of Belkzen seem on the cusp of transitioning from a more warlike and brutal way of life into something new, with their refusal to rejoin the ranks of their one-time oppressor Tar-Baphon as a potential catalyst. But it was to the east that the biggest change surrounding this realm took place, for here, with the closing of the Worldwound, the Mammoth Lords have less to worry about with each passing day. Every demon slaughtered now lessens the whole, whereas before it seemed as if untold more sprang from the rift between worlds with each minor victory. The Mammoth Lords are proud that through it all, life in their lands has remained largely unchanged. They point to this as a strength, seeing it as proof that their ways and traditions have not only withstood the test of time, but vanquished it. And while there is wisdom in these beliefs, there is also bravado, for not all is safe and sound in this rugged landscape.", + "One need look no further than the Mammoth Lords themselves\u2014various bands of nomadic Kellids\u2014for proof of the land's dangers, for the Mammoth Lords are very much a product of this region. Here, megafauna of all sorts live wild, from armored glyptodons and giant ground sloths to ravenous cave bears and smilodons. None are larger or mightier than the mammoths that travel the plains of this land in vast herds.", + "The Mammoth Lords earned their name by mastering these elephantine creatures, as well as many other types of megafauna. These animals serve the Mammoth Lords as mounts, guardians, and engines of war. The Mammoth Lord clans have no central organization and instead gather along extended family lines; occasionally multiple families join together as followings. The followings keep territories that often clash with others, but they have no true capital city. Now that the orcs have grown more peaceful, Irrisen has gained a potentially gentler queen, and the Worldwound has healed, these clashes are growing. Some of the wiser among the Mammoth Lords see that the lack of conflicts along the borders has left the more violent-minded of the various followings without real enemies to face, leaving them to invent conflicts with each other.", + "Traditionally, the Mammoth Lords have had another sort of enemy closer to home\u2014the frost giants. But as with the more distant dangers, the giants have seemed to fade rom view. The prouder of the Mammoth Lords attribute this too to the superiority of their way of life, bragging that giants can witness \"smaller folk\" defeating their kin in battle only so many times before they retreat for good. Some Mammoth Lords have already taken to calling the giants a folktale of the past, despite the fact that proof of their kind remains scattered throughout the land in the form of lost oversized weapons or immense bones left behind by not-so-ancient battles.", "The giants have not vanished, though. The greatest among them, Jarl Gnargorak, is no fool, but neither is he kind and forgiving. He and his frost giants have clashed against the Mammoth Lords his entire life, and the voices of his ancestors remind him that this has always been the way of things. Jarl Gnargorak foresees a day in the not-so-distant future when his people rule this land, and the Mammoth Lords are extinct. For now, this canny leader has ordered his armies far into the Tusk Mountains to hunker and remain in quiet wait. He knows the Mammoth Lords see the victories along their borders as engendering weakness and that they claim responsibility for changes beyond their borders that were not directly due to the Mammoth Lords' actions\u2014that they have benefited from the acts of outside heroes. And so Jarl Gnargorak waits for the followings to grow fat and lazy, at which time he will march his armies down from the frozen mountain heights to claim the lands he sees as rightfully belonging to the Jotun." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 116, + "page": 115, "name": "Varisia", "entries": [ "While the other realms of the Saga Lands may have longer histories as established nations, the stories of recent years have catapulted the wilder reaches of Varisia into modern awareness. Much of Varisia's ancient past, when it formed the bulk of the empire of Thassilon, has only recently been rediscovered by modern historians and scholars. And while Cheliax toyed for a few years at expanding its reach into this land, today Varisia is largely in the control of three other groups. The most widespread of these groups is a motley collection of pilgrims and travelers from all corners of the world, resulting in a wide diversity among the cities in Varisia.", - "But while many of these relative newcomers have dwelt in Varisia for several generations, they are still regarded at best as \"new blood\" by the land's indigenous Varisian and Shoanti people. For Varisians, the integration of the newcomers was marred by numerous clashes between cultures, with prejudice and misunderstandings making initial attempts to live and work together choppy, but when compared to the Shoanti experience, the Varisians' interactions seem almost idyllic. The Shoanti had always had a smaller footprint in their ancestral lands than the Varisians, and while Varisians are traditionally nomadic, the Shoanti.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 116, - "name": "RELATIONS", - "entries": [ - "The longest-running tension in the Saga Lands is without a doubt the grudge between the Lands of the Linnorm Kings and Irrisen. Now that the frozen land has an untested new queen, many among the Linnorm Kingdoms are agitating for a rekindling of old wars. Just to the south, New Thassilon is beset with its own perils as rivals Sorshen and Belimarius hold drastically different visions for the future. The city-states of Varisia continue to increase their influence and fame with the nations to the south, for this land's ports offer some of the most lucrative destinations and opportunities for trade in all of the Saga Lands." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 117, - "name": "IRESPAN" - }, - "were more {@condition prone} to settling down, living in clan-based groups known as quahs.", - "When Cheliax founded a colony named Korvosa along a large bay in the heart of Shoanti lands, which contained a strange and ancient pyramid sacred to the Shoanti, violence erupted between the Chelish colonizers and the displaced Shoanti. After a prolonged and bloody conflict, the colonizers ultimately won; the bay is now known as Conqueror's Bay, and Korvosa is the largest city in Varisia. The Shoanti of the region were forced to abandon their homeland and relocate to the north, into the harsh wilds known as the Cinderlands. Prejudice against Shoanti is rife in Korvosa to this day, and the displaced Shoanti have not forgiven the Chelish invaders.", + "But while many of these relative newcomers have dwelt in Varisia for several generations, they are still regarded at best as \"new blood\" by the land's indigenous Varisian and Shoanti people. For Varisians, the integration of the newcomers was marred by numerous clashes between cultures, with prejudice and misunderstandings making initial attempts to live and work together choppy, but when compared to the Shoanti experience, the Varisians' interactions seem almost idyllic. The Shoanti had always had a smaller footprint in their ancestral lands than the Varisians, and while Varisians are traditionally nomadic, the Shoanti were more prone to settling down, living in clan-based groups known as quahs. When Cheliax founded a colony named Korvosa along a large bay in the heart of Shoanti lands, which contained a strange and ancient pyramid sacred to the Shoanti, violence erupted between the Chelish colonizers and the displaced Shoanti. After a prolonged and bloody conflict, the colonizers ultimately won; the bay is now known as Conqueror's Bay, and Korvosa is the largest city in Varisia. The Shoanti of the region were forced to abandon their homeland and relocate to the north, into the harsh wilds known as the Cinderlands. Prejudice against Shoanti is rife in Korvosa to this day, and the displaced Shoanti have not forgiven the Chelish invaders.", "Geographically, Varisia is divided into two distinct regions. The northeastern portion is plateau, and the southwestern portion is lowlands, consisting of a mix of forested mountains, lush grasslands, verdant forests, and sprawling swamps. In the eastern lowlands, the city of Korvosa is by far the largest settlement. The city has proudly clung to the traditions of its Chelish founders, but those traditions were challenged recently when Queen Ileosa Arabasti gained control after the sudden death of her husband. At first, the people of Korvosa worried that she was ill-equipped to rule, but soon they learned quite the opposite: Ileosa was filled with ambition equaled only by her cruelty, and she proved to be a deadly tyrant indeed. Her rule was relatively short and ended violently, but her time in control has changed Korvosa forever. Thousands died during her regime\u2014many to the ravages of a disease known as bloodveil, a disease Ileosa helped to spread\u2014and her one-time guards, the Gray Maidens, fractured into competing mercenary bands after her defeat.", "In the western lowlands, the greatest city is Magnimar, founded by expatriates from Korvosa at the site of an ancient Thassilonian monument\u2014a crumbled bridge known as the Irespan. Well to the north of Magnimar, the region's third-largest city is a haven for pirates and other scoundrels: Riddleport. However, the small town of Sandpoint may well be the most influential in the land, for not one but three legendary groups of heroes got their start from this coastal town. The first of these groups defeated Runelord Karzoug, while the second (of which Ostog the Unslain was a member) eventually traveled to distant Osirion before splitting apart to each forge their own stories throughout the Inner Sea region. The third group escorted local barkeep Ameiko Kaijitsu over the Crown of the World, where they aided her in reclaiming her birthright to become empress of the nation of Minkai.", "The greatest danger Varisia has faced in recent years only recently came to pass. Events set in motion 10 years before by Runelord Karzoug's awakening came to a head as several other runelords rose and fought for dominance. One of the most powerful of their number, Runelord Alaznist, seized control of an ancient artifact that allowed her to manipulate time. If not for the intervention of yet another group of heroes with roots in Varisia, Alaznist would have transformed the Saga Lands into her own rune-blasted, devastated empire.", - "All of these adventurers have left such a significant mark on the world that one could argue Varisia's most potent and important exports to the Inner Sea region are in fact its heroes. Yet Varisia also seems to produce no shortage of epic dangers that require equally epic solutions. Only time can reveal who might be the next great villains\u2014and their heroic counterparts.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 117, - "name": "MEGAFAUNA MINIONS", - "entries": [ - "When you pick your animal companion, you can choose to have it be a megafauna animal companion. Megafauna animal companions are mostly similar to other animal companions of the same category, though they look different, and they have one difference in their upgrade path. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, a megafauna companion instead can choose to become a savage or indomitable companion. An indomitable companion increases its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows in size by one category. Its attacks count as magical for the purpose of ignoring resistances.", - "Circa \u20135293 ar Earthfall plunges Golarion into the Age of Darkness.", - "\u20134987 ar The dwarves of Tar Taargadth breach the surface of Golarion.", - "and reach the Five Kings Mountains, completing the Quest for Sky.", - "\u20134202 ar Gnomes emerge from the First World onto Golarion, particularly in wooded regions such as the Verduran Forest.", - "\u20131281 ar First Emperor Taldaris unifies the city-states along the Inner Sea coast to found Taldor.", - "\u2013318 ar The dwarves of Tar Taargadth establish Highhelm, the first Sky Citadel.", - "\u20134 ar Qadira and Taldor first come into conflict as their expanding borders overlap.", - "1 ar Aroden raises the Isle of Kortos from the Inner Sea and becomes a living god, with Oppara as the initial center of his worship.", - "1551 ar The dwarven kingdom of Tar Taargadth falls to a massive assault by orc invaders.", - "2332 ar The Prophets of Kalistrade orchestrate the signing of the Kerse Accord, ending 700 years of dwarven civil war and securing independence for the nation of Druma.", - "2497 ar The nascent demon lord Treerazer begins his perversion of the Fierani Forest in Kyonin.", - "2632 ar Elves return to Kyonin from their refuge of Sovyrian and confront Treerazer.", - "3827 ar Taldor's General Arnisant, hero of the Shining Crusade, defeats the Whispering Tyrant, leading to the Whispering Tyrant's imprisonment in Gallowspire.", - "3841 ar After centuries of conflict, Taldor signs the Treaty of the Wildwood with the druids of the Verduran Forest, establishing peaceful relations.", - "3980 ar Droskar's Crag erupts in the Five Kings Mountains, sparking a long decline that culminates in the dwarves toiling in worship of Droskar under Ordrik Talhrik.", - "4081 ar Cheliax breaks away from Taldor in the Even-Tongued Conquest, also annexing the provinces of Andoran and Galt.", - "4606 ar The god Aroden dies, causing worldwide disasters and plunging Cheliax into civil war.", - "4667 ar The first Revolutionary Council forms in Galt after rebelling against Thrunedominated put into service.", - "4669 ar Andoran declares independence from Thrune-dominated Cheliax and forms a fledgling democracy.", - "4717 ar Andoran establishes a successful colony on the shattered ruins of Azlant.", - "4718 ar Grand Prince Stavian III of Taldor has half the Taldan senate murdered. The ensuing War for the Crown is dramatic and bloody, with Eutropia eventually claiming the throne as grand princess." - ] - } + "All of these adventurers have left such a significant mark on the world that one could argue Varisia's most potent and important exports to the Inner Sea region are in fact its heroes. Yet Varisia also seems to produce no shortage of epic dangers that require equally epic solutions. Only time can reveal who might be the next great villains\u2014and their heroic counterparts." ] }, { @@ -3257,7 +3315,20 @@ "page": 118, "name": "Backgrounds", "entries": [ - "The following backgrounds are particularly suitable for characters from the Saga Lands region." + "The following backgrounds are particularly suitable for characters from the Saga Lands region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Mammoth Speaker|lowg}", + "{@background Shoanti Name-Bearer|lowg}", + "{@background Thassilonian Traveler|lowg}", + "{@background Ulfen Raider|lowg}", + "{@background Varisian Wanderer|lowg}", + "{@background Winter's Child|lowg}", + "{@background Witch Wary|lowg}" + ] + } ] }, { @@ -3266,190 +3337,256 @@ "page": 119, "name": "Runescarred", "entries": [ - "The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon." + "The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Runescarred Dedication|lowg}", + "{@feat Spell Runes|lowg}", + "{@feat Living Rune|lowg}", + "{@feat Warding Rune|lowg}", + "{@feat Greater Spell Runes|lowg}" + ] + } ] } ] }, { - "type": "pf2-h1", + "type": "section", + "blue": true, "source": "LOWG", "page": 120, - "name": "Shining Kingdoms", + "name": "Chapter 11: Shining Kingdoms", "entries": [ { - "type": "pf2-sidebar", + "type": "list", + "style": "list-hang-notitle", "source": "LOWG", "page": 120, - "name": "Andoran (NG) Druma (LN) Five Kings Mountains (LN) Galt (CN) Kyonin (CG) Taldor (N)" - }, - "The history of the region known as the Shining Kingdoms is long and storied, most notably as the heart of the once-mighty empire of Taldor. While Taldan influence is still heavy across the region\u2014from ethnicity and language to cultural traditions and even infrastructure\u2014the area was already home to many before Taldor's Azlanti progenitors settled here. Humans of the Kellid ethnicity, along with elves, dwarves, and gnomes, made their homes here in ages past, and their descendants remain to this day, having witnessed the rise and fall of heroes, empires, and even gods.", - "Earthfall left its mark on this region, as it did on others. The elves, having some foreknowledge of the disaster, fled through their magical portals called {@i aiudara }to the realm of Sovyrian, leaving only a small number behind to eke out a living on the ruined world. It was during this time that the dwarves undertook their Quest for Sky, emerging from their underground homes to found the nation of Tar Taargadth\u2014and driving orcs onto the surface ahead of them. Not long after, gnomes {@condition fleeing} some unknown terror from the First World arrived via planar portals, settling in this region's rich, wild woodlands. Only as humanity began to recover from the Age of Darkness did refugees from old Azlanti bloodlines join with local Garundi, Keleshites, and Kellids to carve out homes along the northwestern border of the Inner Sea. Centuries later, First Emperor Taldaris unified these city-states to found what would become Taldor, the largest human empire in Avistan.", - "The thousands of years since Taldor's founding have shaped the region in countless ways. When Aroden became a god and raised the Isle of Kortos from the sea, his worship was centered in Taldor's capitol, Oppara. It was the Taldan Empire that led the Shining Crusade to resist and eventually imprison the Whispering Tyrant. But the empire was not infallible, and over time portions of the empire broke away. Elves returning from Sovyrian reclaimed Kyonin as their own, and the dwarves of the Five Kings Mountains retained their autonomy despite their own internal turmoil. Just how weak the empire had grown was revealed when its western holdings revolted, breaking off to become the empire of Cheliax in a relatively peaceful secession. The death of the god Aroden and the subsequent strife within Cheliax sparked further divisions, as the lands of Galt and Andoran, though partners in their succession from Cheliax and founded on similar philosophies, diverged in practice, with the latter establishing a functioning democracy while the former struggles in perpetual revolution. Even those lands that Taldor managed to retain have seen tremendous change over the centuries, most recently with the crowning of the realm's first grand princess.", - { - "type": "pf2-h2", - "source": "LOWG", - "page": 122, - "name": "Andoran", - "entries": [ - "Andoran is the first democratically governed republic in the Inner Sea region, and as a result is perhaps best known for its message of freedom. Though a young nation, having {@condition broken} away from Chelish rule only 50 years ago, Andoran has earned its place among the recognized political powers through a strong economy, a powerful navy, and bold efforts to combat the practice of slavery even beyond its borders.", - "Perhaps due to its youth, Andoran keeps a close eye on its neighbors. Taldor's revitalization under Grand Princess Eutropia is not as welcome in Andoran as in other countries: despite Eutropia's many reforms and improved diplomacy, she's still a hereditary monarch who prevented a people's rebellion. Andoran has also taken note of Cheliax's recent weaknesses, and rumors abound that the two nations may be headed for war\u2014a sentiment encouraged by Andoran's leader, Supreme-Elect Andira Marusek, a retired general of the Steel Falcons known for her opposition to the Chelish slave trade. Last but not least, prudence leads Andoran to carefully observe the follies of its cousin nation of Galt in order to avoid repeating the same mistakes, lest bloody revolution undermine all that Andoran has achieved over the past decades.", - "The Eagle Knights of Andoran, state-funded soldiers and spies dressed in iconic blue-and-gold uniforms, are often associated with abolitionist efforts, though the various divisions within the organization are seldom understood beyond the nation's borders. The Golden Legion is composed of elite soldiers who fight alongside.", + "items": [ { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 123, - "name": "TALDOR" + "type": "item", + "name": "Nations", + "entry": "Andoran, Druma, Five Kings Mountains, Galt, Kyonin, Taldor" }, - "Andoran's standing military. The Steel Falcons (and their naval counterparts, the Gray Corsairs) operate independent of the regular military, specializing in battling slavery and tyranny both at home and abroad. Most secretive of the knights are the Twilight Talons, who provide intelligence and espionage for a government that officially disavows any knowledge of their existence.", - "Yet not every organization in Andoran lives up to the nation's lofty ideals.", - "Renowned across the Inner Sea region, the innocuous-sounding Lumber Consortium was originally a criminal syndicate predating Andoran's independence, and the consortium's financial influence remains unparalleled. Ties between the consortium and several longstanding members of the People's Council have raised questions about whether the nation needs safeguards in place to prevent corruption of elected officials, yet somehow these measures never seem to come to fruition.", { - "type": "pf2-h3", - "source": "LOWG", - "page": 123, - "name": "Darkmoon Vale", - "entries": [ - "An infamous region tucked along Andoran's northern border, Darkmoon Vale is one of the nation's few patches of truly dangerous wilderness. Its distance from Almas allows the Lumber Consortium to operate nearly unchecked here, claiming the city of Oregent as its headquarters. But the area's riches\u2014from darkwood and other lumber to silver and access to the Isgeri border\u2014are not easily claimed. Centuries of logging have strained relations with the woodlands' fey protectors, while bands of predatory lycanthropes and flame drakes hunt the lonely hills. More perils come from the nearby Candlestone Caverns, an extensive cave system home to kobolds, duergar, undead, and more, made all the worse by deep passages to the Darklands that allow even more dangerous creatures access to the surface." - ] + "type": "item", + "name": "Peoples", + "entry": "Dwarven, Elven, Half-Elven, Gnome, Keleshite, Kellid, Taldan" }, { - "type": "pf2-h3", - "source": "LOWG", - "page": 123, - "name": "Magical Eagle Knight Epaulets", - "entries": [ - "Epaulets are part of nearly every Eagle Knight uniform, so enchanted versions of these items are common among the Eagle Knights." - ] + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Dwarven}, {@language Elven}, {@language Gnomish}, {@language Hallit}, {@language Kelish}" + }, + { + "type": "item", + "name": "Factions", + "entry": "Eagle Knights, Lion Blades, {@deity Prophecies of Kalistrade}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Calistria}, {@deity Erastil}, {@deity Iomedae}, {@deity Sarenrae}, {@deity Torag}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Ores, Ships, Textiles" } ] }, { - "type": "pf2-h2", + "type": "pf2-sidebar", "source": "LOWG", - "page": 124, - "name": "Druma", - "entries": [ - "The lands to the southeast of Lake Encarthan stand alongside the Five Kings Mountains as the only portions of the Shining Kingdoms to have never been claimed by the Taldan Empire. These plains and forests were first home to one of the oldest Kellid cultures on Avistan, along with a sizable fey contingent in the central Palakar Forest. Once the dwarves emerged, the region became a holding of the Five Kings Mountains, remaining so until 2332 ar, when the signing of the historic Kerse Accord simultaneously ended 700 years of dwarven civil war, gained Druma its independence, and proved once and for all the economic mastery of the Prophets of Kalistrade.", - "To say Druma is run by the Prophets of Kalistrade\u2014a Druman pseudo-religious group infamous for their strict self-denial and ceaseless pursuit of wealth\u2014is only partially correct. Technically, the Resplendent Bureaucracy\u2014a body of hundreds of civic administrators\u2014governs the nation, and membership in the Prophets of Kalistrade imparts no official governmental power. In practice, however, the tremendous financial resources under the Kalistocrats' control grant them more influence than that wielded by the official government. Furthermore, the Kalistocrats themselves are led by a High Prophet who legally has the authority to countermand the Bureaucracy's rulings. The current high prophet, Kelldor, leverages powerful divination abilities and a sharp acumen to all but predict the future, and has used his power to build relationships with the rulers of several Inner Sea nations.", - "While the white-robed Kalistocrats are recognized throughout the Inner Sea, Druma's military is equally well known. Formally the Mercenary League, the organization and its members are generally referred to as \"Blackjackets\" due to their iconic all-black uniforms. Given their status as the army of a nation of phenomenally wealthy traders, the Blackjackets are outfitted with the highest quality armor and weaponry and receive some of the best training\u2014and highest pay\u2014of any Inner Sea military. As a result, the Blackjackets' loyalty to the Resplendent Bureaucracy is legendary, and individual Blackjackets are decidedly and unhesitatingly amoral when carrying out their orders.", - "The current power of the Blackjackets can be attributed to High Prophet Kelldor, who began building up the Mercenary League 2 years ago with an \"Edict of Preparation\"\u2014orders to nearly double the army's recruitment and training. The result has been an enormous force of highly skilled warriors with specialized training to combat orcs and undead, putting Druma in a unique position to weather the return of the Whispering Tyrant. As a result, the nation has not suffered as much as its neighbors from the rise of Tar-Baphon, though as lucrative trade routes have been choked off\u2014particularly along Lake Encarthan\u2014some citizens have begun to worry that the legions of undead may be a problem that not even money can solve.", - "In the meantime, the Kalistocrats maintain their lucrative trade networks, welcoming the opportunity to increase trade with Kyonin and jockeying to establish themselves as a primary conduit between the elven nation and the rest of the world.", - "Some attempt to force alliances with Galt's new leadership in hopes that stability in that nation will prove more profitable, while others simply conduct what trade.", - { - "type": "pf2-sidebar", + "page": 122, + "name": "TIMELINE", + "entries": [ + "Circa", + "{@bold \u22125293 AR} Earthfall plunges Golarion into the Age of Darkness.", + "{@bold \u22124987 AR} The dwarves of Tar Taargadth breach the surface of Golarion. and reach the Five Kings Mountains, completing the Quest for Sky.", + "{@bold \u22124202 AR} Gnomes emerge from the First World onto Golarion, particularly in wooded regions such as the Verduran Forest.", + "{@bold \u22121281 AR} First Emperor Taldaris unifies the city-states along the Inner Sea coast to found Taldor.", + "{@bold \u2212318 AR} The dwarves of Tar Taargadth establish Highhelm, the first Sky Citadel.", + "{@bold \u22124 AR} Qadira and Taldor first come into conflict as their expanding borders overlap.", + "{@bold 1 AR} Aroden raises the Isle of Kortos from the Inner Sea and becomes a living god, with Oppara as the initial center of his worship.", + "{@bold 1551 AR} The dwarven kingdom of Tar Taargadth falls to a massive assault by orc invaders.", + "{@bold 2332 AR} The Prophets of Kalistrade orchestrate the signing of the Kerse Accord, ending 700 years of dwarven civil war and securing independence for the nation of Druma.", + "{@bold 2497 AR} The nascent demon lord Treerazer begins his perversion of the Fierani Forest in Kyonin.", + "{@bold 2632 AR} Elves return to Kyonin from their refuge of Sovyrian and confront Treerazer.", + "{@bold 3827 AR} Taldor's General Arnisant, hero of the Shining Crusade, defeats the Whispering Tyrant, leading to the Whispering Tyrant's imprisonment in Gallowspire.", + "{@bold 3841 AR} After centuries of conflict, Taldor signs the Treaty of the Wildwood with the druids of the Verduran Forest, establishing peaceful relations.", + "{@bold 3980 AR} Droskar's Crag erupts in the Five Kings Mountains, sparking a long decline that culminates in the dwarves toiling in worship of Droskar under Ordrik Talhrik.", + "{@bold 4081 AR} Cheliax breaks away from Taldor in the Even-Tongued Conquest, also annexing the provinces of Andoran and Galt.", + "{@bold 4606 AR} The god Aroden dies, causing worldwide disasters and plunging Cheliax into civil war.", + "{@bold 4667 AR} The first Revolutionary Council forms in Galt after rebelling against Thrune-dominated Cheliax; the final blades are commissioned and put into service.", + "{@bold 4669 AR} Andoran declares independence from Thrune-dominated Cheliax and forms a fledgling democracy.", + "{@bold 4717 AR} Andoran establishes a successful colony on the shattered ruins of Azlant.", + "{@bold 4718 AR} Grand Prince Stavian III of Taldor has half the Taldan senate murdered. The ensuing War for the Crown is dramatic and bloody, with Eutropia eventually claiming the throne as grand princess.", + { + "type": "pf2-title", "source": "LOWG", "page": 124, - "name": "NOTABLE FIGURES", - "entries": [ - "The following are key public figures in the Shining Kingdoms." - ] + "name": "NOTABLE FIGURES" }, + "The following are key public figures in the Shining Kingdoms.", { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 124, - "name": "QUEEN TELANDIA EDASSERIL", + "type": "entries", "entries": [ + "{@bold QUEEN TELANDIA EDASSERIL}", "Always a formidable figure in elven politics, Kyonin's queen has capitalized on the return of the Whispering Tyrant to strengthen ties with other nations." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 124, - "name": "GRAND PRINCESS EUTROPIA", + "type": "entries", "entries": [ + "{@bold GRAND PRINCESS EUTROPIA}", "Despite a blood-soaked ascension to the throne, Taldor's first empress has proven to be a ruler devoted to moderation and well-considered improvements to the nation." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 124, - "name": "HIGH PROPHET KELLDOR", + "type": "entries", "entries": [ + "{@bold HIGH PROPHET KELLDOR}", "The current head of the Prophets of Kalistrade commands near-total control over the affairs of both the Kalistocrats and Druma's Resplendent Bureaucracy." ] }, { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 124, - "name": "SUPREME-ELECT ANDIRA MARUSEK", + "type": "entries", "entries": [ - "An experienced general known for years of abolitionist military efforts, Andira Marusek was elected to lead the People's Council of Andoran in 4716 ar." + "{@bold SUPREME-ELECT ANDIRA MARUSEK}", + "An experienced general known for years of abolitionist military efforts, Andira Marusek was elected to lead the People's Council of Andoran in 4716 AR." ] }, { - "type": "pf2-sidebar", + "type": "pf2-title", "source": "LOWG", "page": 125, - "name": "EAGLE KNIGHT" + "name": "ECONOMICS" + }, + "The Shining Kingdoms region commands a wealth of resources, and as such the nations' economies center primarily around exporting materials and goods. Andoran's economy was built around the logging industry, while the Five Kings Mountains produce high-quality metalwork, gemstones, and other crafts. Kyonin, too, is renowned for its artistry and focuses primarily on exporting finished goods, while Druma flexes its unparalleled mercantile influence and trade networks. Taldor continues to lead the region in areas of art, music, and culture, though shipbuilding has also been a longstanding economic engine along the coast. What commodities the region does import tend to be luxury goods and glamorous wares, particularly via Taldor's capital of Oppara.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 126, + "name": "THE FINAL BLADES" + }, + "Galt's final blades are powerful artifacts.", + { + "type": "list", + "items": [ + "{@item Final Blade|lowg}" + ] + }, + { + "type": "pf2-title", + "source": "LOWG", + "page": 127, + "name": "THE SIXTH KING OF MOUNTAINS" + }, + "The Five Kings Mountains are known for their dwarven residents, yet the mountains are home to another denizen of note. The great wyrm red dragon Daralathyxl has roamed this part of the world for more 2,000 years and established a lair among the Five Kings Mountains around 3001 AR. As one of the most powerful dragons in all of Golarion, Daralathyxl has come to be known as the \"Sixth King of the Mountains.\" The dwarven residents of the region are ever watchful, lest their wrathful neighbor reemerge and rampage across the Shining Kingdoms.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 128, + "name": "TREERAZER" + }, + "Spawn of the demon lord Cyth-V'sug, the nascent demon lord Treerazer somehow incurred his sire's wrath and was cast from the Abyss. Finding Golarion to his liking, Treerazer set about making a home for himself on the Material Plane, eventually settling in the abandoned elven homeland of Kyonin. Though he has since been contained in the swamps of Tanglebriar, Treerazer retains his nominal divinity, and some cults worship him as a god.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 129, + "name": "THE GREEN FAITH" }, - "they can in basic supplies and armaments. Ultimately, Druma has changed little in response to recent events, with its citizens reminding each other that, regardless of who wears the crown in neighboring nations, money remains everyone's king." + "The Green Faith predates any empire, and for ages its worshippers\u2014usually druids, though also the occasional primal sorcerer or cleric\u2014have claimed the Verduran Forest as a center of worship. The Wildwood Lodge is the oldest and best-known of these orders, holding the Isle of Arenway as a particularly sacred site and defending the forest as a whole from interlopers." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 125, - "name": "Five Kings Mountains", + "page": 121, + "name": "Shining Kingdoms", "entries": [ - "Dwarves first emerged onto Golarion's surface from the depths of the Five Kings Mountains. Looking out from those craggy peaks at an endless alien sky, their leaders understood for the first time just how tenuous and vulnerable their people would be in this strange land. Thus they built Highhelm, the first and greatest of their Sky Citadels, finding safety and familiarity in its stone halls and clever fortifications.", - "From here, the kingdom of Tar Taargadth spread across the surface of Avistan, growing powerful and fruitful during the Age of Anguish. Yet it was not to last: in the millennia that followed, many subsequent Sky Citadels were lost or conquered, their territories increasingly invaded by orcs and humans, until in 1551 ar the kingdom finally collapsed. In its place rose the five fractious, smaller kingdoms that gave the mountain range its current name. These in turn fell to civil war and invasion, their communities growing small and insular. Today, the region still lacks a single central government, and while High King Borogrim the Hale convenes the Gathering Council among the region's leaders, and many dwarves across the Inner Sea region view the mountain range as an ancestral homeland, it's been over 250 years since the dwarves of these mountains could be said to be a single people.", - "Despite this, the dwarves' longstanding traditions have given their society tremendous stability. In addition to resisting invasion from without, they've weathered their own struggles from within, most notably the societal decline following the eruption of Droskar's Crag in 3980 ar, during which much craft and culture was lost as the dwarves of the region turned to the worship of Droskar under Ordrik Talhrik. Since Ordrik's fall 250 years ago, the dwarves of the region have revived many of their ancient ways. Today, the Five Kings Mountains are the center of a growing dwarven renaissance, as Five Kings dwarves begin to reestablish contact with other dwarven nations isolated by the fall of Tar Taargadth, or adopt ancient dwarven magical practices such as those of the shamanic Rivethun. This newfound confidence in dwarven culture has also led to increased traffic with the neighboring elven realm of Kyonin, and the ensuing surge of collaboration between artisans continues to produce works of unparalleled beauty and function.", - "The major settlements of Larrad, Highhelm, Kovlar, Taggoret, Rolgrimmdur, and Tar-Kazmukh have remained relatively safe and stable despite recent upheavals in nearby nations. Tradition and stability don't translate to ignorance or naiveté, though. The dwarves keep a wary eye on Tar-Baphon, the increased tensions between Cheliax and Andoran, the Ironfang hobgoblins, and even the newly established realm of New Thassilon. The cities here have maintained strong trade relations with neighboring nations, particularly mercantile Druma but also Andoran, Isger, and Taldor. Trade with Galt has largely ceased with that nation's fall into chaos, though some merchants have no qualms about selling equipment to the Gray Gardeners or resistance fighters.", - "Much of society in the Five Kings Mountains involves the worship of the traditional dwarven gods. While Torag is generally recognized as the foremost dwarven god, he is but one of a larger dwarven pantheon: Magrim and Angradd watch over battles, with many mentor-mentee relationships holding these two up as a model, though Trudd is popular among more impulsive youths.", - "Folgrit represents mothers, wives, daughters, and those who provide emotional labor, while dwarves look to Bolka for aid in matters of the heart\u2014which,", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 126, - "name": "ECONOMICS", - "entries": [ - "The Shining Kingdoms region commands a wealth of resources, and as such the nations' economies center primarily around exporting materials and goods.", - "Andoran's economy was built around the logging industry, while the Five Kings Mountains produce high-quality metalwork, gemstones, and other crafts.", - "Kyonin, too, is renowned for its artistry and focuses primarily on exporting finished goods, while Druma flexes its unparalleled mercantile influence and trade networks.", - "Taldor continues to lead the region in areas of art, music, and culture, though shipbuilding has also been a longstanding economic engine along the coast. What commodities the region does import tend to be luxury goods and glamorous wares, particularly via Taldor's capital of Oppara." - ] - }, - "like emotional labor, is seen as a challenge and vocation comparable to battle and forge-work. Those dwarves who facilitate relationships and serve as diplomats and ambassadors to other nations look to Grundinnar for guidance and support.", - "Kols is the subject of much respect and is invoked in formal oaths, such as the common phrase \"Kols witness these words.\" Of the larger dwarven pantheon, only Dranngvit and Droskar are rarely worshipped, though they are still recognized as necessary\u2014albeit unsavory\u2014parts of lived experience, and therefore the pantheon." + "The history of the region known as the Shining Kingdoms is long and storied, most notably as the heart of the once-mighty empire of Taldor. While Taldan influence is still heavy across the region\u2014from ethnicity and language to cultural traditions and even infrastructure\u2014the area was already home to many before Taldor's Azlanti progenitors settled here. Humans of the Kellid ethnicity, along with elves, dwarves, and gnomes, made their homes here in ages past, and their descendants remain to this day, having witnessed the rise and fall of heroes, empires, and even gods.", + "Earthfall left its mark on this region, as it did on others. The elves, having some foreknowledge of the disaster, fled through their magical portals called {@i aiudara} to the realm of Sovyrian, leaving only a small number behind to eke out a living on the ruined world. It was during this time that the dwarves undertook their Quest for Sky, emerging from their underground homes to found the nation of Tar Taargadth\u2014and driving orcs onto the surface ahead of them. Not long after, gnomes fleeing some unknown terror from the First World arrived via planar portals, settling in this region's rich, wild woodlands. Only as humanity began to recover from the Age of Darkness did refugees from old Azlanti bloodlines join with local Garundi, Keleshites, and Kellids to carve out homes along the northwestern border of the Inner Sea. Centuries later, First Emperor Taldaris unified these city-states to found what would become Taldor, the largest human empire in Avistan.", + "The thousands of years since Taldor's founding have shaped the region in countless ways. When Aroden became a god and raised the Isle of Kortos from the sea, his worship was centered in Taldor's capitol, Oppara. It was the Taldan Empire that led the Shining Crusade to resist and eventually imprison the Whispering Tyrant. But the empire was not infallible, and over time portions of the empire broke away. Elves returning from Sovyrian reclaimed Kyonin as their own, and the dwarves of the Five Kings Mountains retained their autonomy despite their own internal turmoil. Just how weak the empire had grown was revealed when its western holdings revolted, breaking off to become the empire of Cheliax in a relatively peaceful secession. The death of the god Aroden and the subsequent strife within Cheliax sparked further divisions, as the lands of Galt and Andoran, though partners in their succession from Cheliax and founded on similar philosophies, diverged in practice, with the latter establishing a functioning democracy while the former struggles in perpetual revolution. Even those lands that Taldor managed to retain have seen tremendous change over the centuries, most recently with the crowning of the realm's first grand princess." ] }, { "type": "pf2-h2", "source": "LOWG", - "page": 126, - "name": "Galt", + "page": 122, + "name": "Andoran", "entries": [ - "Though generally acknowledged as a geographic region, Galt is hardly a nation, as its government and social structure have been shattered by decades of ceaseless, bloody revolution. What was once a society known for brilliant poets, artists, and philosophers flared into rebellion under Thrune-{@condition controlled} Cheliax, but while Andoran managed to follow its democratic ideals into peace, Galt is now inhabited by mobs of paranoid, revolutionary fanatics. The nation's out-of-control radicals have overthrown the institution of nobility and most other institutions along with it, and Galt's bastions of education have been converted to political prisons. More than a dozen governments have come and gone in the 50 years since the initial revolution, with none able to govern effectively or hold control for more than a few years.", - "Infrastructure and social support systems fell by the wayside, leading to widespread poverty and displaced citizens, banditry, and unchallenged attacks by fell beasts.", - "The current Revolutionary Council has existed for longer than most of Galt's regimes, though it shows signs of its own impending collapse. For more than a decade, Citizen Korran Goss held the council together through a talent for redirecting the mob's rage away from himself and the council, blaming neighboring nations for Galt's troubles. But like so many leaders before him, Korran found himself the target of a ruthless campaign of violence that even his tremendous force of personality could not turn aside. The Revolutionary Council is now headed by Citizen Camilia Drannoch, a populist leader who insists that Korran's habit of blaming external forces for Galt's failings only led to a worsening of its condition.", - "Under her leadership, the Revolutionary Council has ostensibly begun a campaign to root out rogue elements and destabilizing influences within Galt, though in many cases this effort has merely allowed Camilia to manipulate the mob into removing those who would threaten her position.", - "There have been only two constant factors in Galt since its fall into chaos: the Gray Gardeners and the guillotines known as the {@i final blades}. The Gray Gardeners are Galt's executioners, an order of masked enforcers based in the city of Litran. Anonymity is the key to the Gray Gardeners' safety and their power, as they can act as faceless arms of the Galtan mob, yet their power is such that no individual dares risk their ire out of fear of experiencing the {@i final blades} firsthand. The guillotines hold powerful enchantments that trap their victims' souls, lest the condemned be revived through magic or delivered into the clutches of Chelish devils.", - "These instruments of death have proven impervious to physical harm, though rumors have begun circulating in Isarn that underground agents have finally found a ritual to destroy the {@i final blades} and release all of the souls trapped within.", - "Galt has few relationships with any other nations or organizations.", - "Envoys from Kyonin have recently established a modest presence in Isarn, and the Pathfinder Society maintains a small, secretive lodge in Woodsedge, but most nations view Galt as a kind of a disease, watching from afar and hoping its chaos doesn't spread. Taldor is still reeling from its own revolution scare during the convoluted succession from Grand Prince Stavian III to Grand Princess Eutropia, and Andoran upholds Galt as a cautionary tale, as both nations were founded upon the same principles.", + "Andoran is the first democratically governed republic in the Inner Sea region, and as a result is perhaps best known for its message of freedom. Though a young nation, having broken away from Chelish rule only 50 years ago, Andoran has earned its place among the recognized political powers through a strong economy, a powerful navy, and bold efforts to combat the practice of slavery even beyond its borders.", + "Perhaps due to its youth, Andoran keeps a close eye on its neighbors. Taldor's revitalization under Grand Princess Eutropia is not as welcome in Andoran as in other countries: despite Eutropia's many reforms and improved diplomacy, she's still a hereditary monarch who prevented a people's rebellion. Andoran has also taken note of Cheliax's recent weaknesses, and rumors abound that the two nations may be headed for war\u2014a sentiment encouraged by Andoran's leader, Supreme-Elect Andira Marusek, a retired general of the Steel Falcons known for her opposition to the Chelish slave trade. Last but not least, prudence leads Andoran to carefully observe the follies of its cousin nation of Galt in order to avoid repeating the same mistakes, lest bloody revolution undermine all that Andoran has achieved over the past decades.", + "The Eagle Knights of Andoran, state-funded soldiers and spies dressed in iconic blue-and-gold uniforms, are often associated with abolitionist efforts, though the various divisions within the organization are seldom understood beyond the nation's borders. The Golden Legion is composed of elite soldiers who fight alongside Andoran's standing military. The Steel Falcons (and their naval counterparts, the Gray Corsairs) operate independent of the regular military, specializing in battling slavery and tyranny both at home and abroad. Most secretive of the knights are the Twilight Talons, who provide intelligence and espionage for a government that officially disavows any knowledge of their existence.", + "Yet not every organization in Andoran lives up to the nation's lofty ideals. Renowned across the Inner Sea region, the innocuous-sounding Lumber Consortium was originally a criminal syndicate predating Andoran's independence, and the consortium's financial influence remains unparalleled. Ties between the consortium and several longstanding members of the People's Council have raised questions about whether the nation needs safeguards in place to prevent corruption of elected officials, yet somehow these measures never seem to come to fruition.", { - "type": "pf2-sidebar", + "type": "pf2-h3", "source": "LOWG", - "page": 126, - "name": "THE FINAL BLADES", + "page": 123, + "name": "DARKMOON VALE", "entries": [ - "A Large or smaller {@condition restrained} or willing harmed by any but a very specific means.", - "execute a creature {@condition restrained} beneath the blade. The executed creature takes {@damage 11d10} slashing damage and must succeed at a DC 45 Fortitude save or be decapitated as though it suffered a The soul of a creature executed with can't be returned to life through any in this way, and they can be released only through a complex ritual known only to the Gray Gardeners or through the." + "An infamous region tucked along Andoran's northern border, Darkmoon Vale is one of the nation's few patches of truly dangerous wilderness. Its distance from Almas allows the Lumber Consortium to operate nearly unchecked here, claiming the city of Oregent as its headquarters. But the area's riches\u2014from darkwood and other lumber to silver and access to the Isgeri border\u2014are not easily claimed. Centuries of logging have strained relations with the woodlands' fey protectors, while bands of predatory lycanthropes and flame drakes hunt the lonely hills. More perils come from the nearby Candlestone Caverns, an extensive cave system home to kobolds, duergar, undead, and more, made all the worse by deep passages to the Darklands that allow even more dangerous creatures access to the surface." ] }, { - "type": "pf2-sidebar", + "type": "pf2-h3", "source": "LOWG", - "page": 127, - "name": "RIVETHUN DWARF" + "page": 123, + "name": "MAGICAL EAGLE KNIGHT EPAULETS", + "entries": [ + "Epaulets are part of nearly every Eagle Knight uniform, so enchanted versions of these items are common among the Eagle Knights.", + { + "type": "list", + "items": [ + "{@item Golden Legion Epaulet|lowg}" + ] + } + ] } ] }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 124, + "name": "Druma", + "entries": [ + "The lands to the southeast of Lake Encarthan stand alongside the Five Kings Mountains as the only portions of the Shining Kingdoms to have never been claimed by the Taldan Empire. These plains and forests were first home to one of the oldest Kellid cultures on Avistan, along with a sizable fey contingent in the central Palakar Forest. Once the dwarves emerged, the region became a holding of the Five Kings Mountains, remaining so until 2332 AR, when the signing of the historic Kerse Accord simultaneously ended 700 years of dwarven civil war, gained Druma its independence, and proved once and for all the economic mastery of the Prophets of Kalistrade.", + "To say Druma is run by the Prophets of Kalistrade\u2014a Druman pseudo-religious group infamous for their strict self-denial and ceaseless pursuit of wealth\u2014is only partially correct. Technically, the Resplendent Bureaucracy\u2014a body of hundreds of civic administrators\u2014governs the nation, and membership in the Prophets of Kalistrade imparts no official governmental power. In practice, however, the tremendous financial resources under the Kalistocrats' control grant them more influence than that wielded by the official government. Furthermore, the Kalistocrats themselves are led by a High Prophet who legally has the authority to countermand the Bureaucracy's rulings. The current high prophet, Kelldor, leverages powerful divination abilities and a sharp acumen to all but predict the future, and has used his power to build relationships with the rulers of several Inner Sea nations.", + "While the white-robed Kalistocrats are recognized throughout the Inner Sea, Druma's military is equally well known. Formally the Mercenary League, the organization and its members are generally referred to as \"Blackjackets\" due to their iconic all-black uniforms. Given their status as the army of a nation of phenomenally wealthy traders, the Blackjackets are outfitted with the highest quality armor and weaponry and receive some of the best training\u2014and highest pay\u2014of any Inner Sea military. As a result, the Blackjackets' loyalty to the Resplendent Bureaucracy is legendary, and individual Blackjackets are decidedly and unhesitatingly amoral when carrying out their orders.", + "The current power of the Blackjackets can be attributed to High Prophet Kelldor, who began building up the Mercenary League 2 years ago with an \"Edict of Preparation\"\u2014orders to nearly double the army's recruitment and training. The result has been an enormous force of highly skilled warriors with specialized training to combat orcs and undead, putting Druma in a unique position to weather the return of the Whispering Tyrant. As a result, the nation has not suffered as much as its neighbors from the rise of Tar-Baphon, though as lucrative trade routes have been choked off\u2014particularly along Lake Encarthan\u2014some citizens have begun to worry that the legions of undead may be a problem that not even money can solve.", + "In the meantime, the Kalistocrats maintain their lucrative trade networks, welcoming the opportunity to increase trade with Kyonin and jockeying to establish themselves as a primary conduit between the elven nation and the rest of the world. Some attempt to force alliances with Galt's new leadership in hopes that stability in that nation will prove more profitable, while others simply conduct what trade they can in basic supplies and armaments. Ultimately, Druma has changed little in response to recent events, with its citizens reminding each other that, regardless of who wears the crown in neighboring nations, money remains everyone's king." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 125, + "name": "Five Kings Mountains", + "entries": [ + "Dwarves first emerged onto Golarion's surface from the depths of the Five Kings Mountains. Looking out from those craggy peaks at an endless alien sky, their leaders understood for the first time just how tenuous and vulnerable their people would be in this strange land. Thus they built Highhelm, the first and greatest of their Sky Citadels, finding safety and familiarity in its stone halls and clever fortifications. From here, the kingdom of Tar Taargadth spread across the surface of Avistan, growing powerful and fruitful during the Age of Anguish. Yet it was not to last: in the millennia that followed, many subsequent Sky Citadels were lost or conquered, their territories increasingly invaded by orcs and humans, until in 1551 AR the kingdom finally collapsed. In its place rose the five fractious, smaller kingdoms that gave the mountain range its current name. These in turn fell to civil war and invasion, their communities growing small and insular. Today, the region still lacks a single central government, and while High King Borogrim the Hale convenes the Gathering Council among the region's leaders, and many dwarves across the Inner Sea region view the mountain range as an ancestral homeland, it's been over 250 years since the dwarves of these mountains could be said to be a single people.", + "Despite this, the dwarves' longstanding traditions have given their society tremendous stability. In addition to resisting invasion from without, they've weathered their own struggles from within, most notably the societal decline following the eruption of Droskar's Crag in 3980 AR, during which much craft and culture was lost as the dwarves of the region turned to the worship of Droskar under Ordrik Talhrik. Since Ordrik's fall 250 years ago, the dwarves of the region have revived many of their ancient ways. Today, the Five Kings Mountains are the center of a growing dwarven renaissance, as Five Kings dwarves begin to reestablish contact with other dwarven nations isolated by the fall of Tar Taargadth, or adopt ancient dwarven magical practices such as those of the shamanic Rivethun. This newfound confidence in dwarven culture has also led to increased traffic with the neighboring elven realm of Kyonin, and the ensuing surge of collaboration between artisans continues to produce works of unparalleled beauty and function.", + "The major settlements of Larrad, Highhelm, Kovlar, Taggoret, Rolgrimmdur, and Tar-Kazmukh have remained relatively safe and stable despite recent upheavals in nearby nations. Tradition and stability don't translate to ignorance or naiveté, though. The dwarves keep a wary eye on Tar-Baphon, the increased tensions between Cheliax and Andoran, the Ironfang hobgoblins, and even the newly established realm of New Thassilon. The cities here have maintained strong trade relations with neighboring nations, particularly mercantile Druma but also Andoran, Isger, and Taldor. Trade with Galt has largely ceased with that nation's fall into chaos, though some merchants have no qualms about selling equipment to the Gray Gardeners or resistance fighters.", + "Much of society in the Five Kings Mountains involves the worship of the traditional dwarven gods. While Torag is generally recognized as the foremost dwarven god, he is but one of a larger dwarven pantheon: Magrim and Angradd watch over battles, with many mentor-mentee relationships holding these two up as a model, though Trudd is popular among more impulsive youths. Folgrit represents mothers, wives, daughters, and those who provide emotional labor, while dwarves look to Bolka for aid in matters of the heart\u2014which, like emotional labor, is seen as a challenge and vocation comparable to battle and forge-work. Those dwarves who facilitate relationships and serve as diplomats and ambassadors to other nations look to Grundinnar for guidance and support. Kols is the subject of much respect and is invoked in formal oaths, such as the common phrase \"Kols witness these words.\" Of the larger dwarven pantheon, only Dranngvit and Droskar are rarely worshipped, though they are still recognized as necessary\u2014albeit unsavory\u2014parts of lived experience, and therefore the pantheon." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 126, + "name": "Galt", + "entries": [ + "Though generally acknowledged as a geographic region, Galt is hardly a nation, as its government and social structure have been shattered by decades of ceaseless, bloody revolution. What was once a society known for brilliant poets, artists, and philosophers flared into rebellion under Thrune-controlled Cheliax, but while Andoran managed to follow its democratic ideals into peace, Galt is now inhabited by mobs of paranoid, revolutionary fanatics. The nation's out-of-control radicals have overthrown the institution of nobility and most other institutions along with it, and Galt's bastions of education have been converted to political prisons. More than a dozen governments have come and gone in the 50 years since the initial revolution, with none able to govern effectively or hold control for more than a few years. Infrastructure and social support systems fell by the wayside, leading to widespread poverty and displaced citizens, banditry, and unchallenged attacks by fell beasts.", + "The current Revolutionary Council has existed for longer than most of Galt's regimes, though it shows signs of its own impending collapse. For more than a decade, Citizen Korran Goss held the council together through a talent for redirecting the mob's rage away from himself and the council, blaming neighboring nations for Galt's troubles. But like so many leaders before him, Korran found himself the target of a ruthless campaign of violence that even his tremendous force of personality could not turn aside. The Revolutionary Council is now headed by Citizen Camilia Drannoch, a populist leader who insists that Korran's habit of blaming external forces for Galt's failings only led to a worsening of its condition. Under her leadership, the Revolutionary Council has ostensibly begun a campaign to root out rogue elements and destabilizing influences within Galt, though in many cases this effort has merely allowed Camilia to manipulate the mob into removing those who would threaten her position.", + "There have been only two constant factors in Galt since its fall into chaos: the Gray Gardeners and the guillotines known as the {@i final blades}. The Gray Gardeners are Galt's executioners, an order of masked enforcers based in the city of Litran. Anonymity is the key to the Gray Gardeners' safety and their power, as they can act as faceless arms of the Galtan mob, yet their power is such that no individual dares risk their ire out of fear of experiencing the {@i final blades} firsthand. The guillotines hold powerful enchantments that trap their victims' souls, lest the condemned be revived through magic or delivered into the clutches of Chelish devils. These instruments of death have proven impervious to physical harm, though rumors have begun circulating in Isarn that underground agents have finally found a ritual to destroy the {@i final blades} and release all of the souls trapped within.", + "Galt has few relationships with any other nations or organizations. Envoys from Kyonin have recently established a modest presence in Isarn, and the Pathfinder Society maintains a small, secretive lodge in Woodsedge, but most nations view Galt as a kind of a disease, watching from afar and hoping its chaos doesn't spread. Taldor is still reeling from its own revolution scare during the convoluted succession from Grand Prince Stavian III to Grand Princess Eutropia, and Andoran upholds Galt as a cautionary tale, as both nations were founded upon the same principles." + ] + }, { "type": "pf2-h2", "source": "LOWG", @@ -3458,29 +3595,13 @@ "entries": [ "Although many people in the Inner Sea region see the elves of Kyonin as standoffish and isolationist\u2014a stereotype unintentionally reinforced by the elves' long focus on various internal struggles\u2014the newly returned threat of Tar-Baphon has drawn the elves' attention outward once more. Elven experts' own experience and historical records suggest that it's only a matter of time before Tar-Baphon becomes an unavoidable threat to the entire region, and thus Kyonin's leadership has begun sending more diplomatic emissaries to other nations in preparation for a large-scale war that could ravage the continent. At the same time, this need for greater cooperation with other nations has led Kyonin's leaders to open their own carefully watched borders to ambassadors and visitors from a wide array of ancestries and nations.", "This elven push for international alliance is seen by many as a drastic change from Kyonin's traditional policy, yet elven records and memories reveal many instances of similar collaboration against evil, now long forgotten by younger nations. Still, the elven love of freedom means that many of these efforts are the acts of like-minded individuals rather than ruling institutions\u2014in truth, even the elves' current undertakings are less the result of a formal governmental order and more a collective drive among individuals to work toward the greater good. The fact that Kyonin's assistance is almost never a national decision, but instead the independent undertaking of numerous individuals, has given rise to the widespread opinion that elves as a whole care little for the other nations of Avistan. The recent destruction of Lastwall has rallied many younger elves into action, hoping to combat their nation's reputation for ambivalence as well as the Whispering Tyrant.", - "Despite a heightened involvement on the global stage, life in Kyonin has changed little over the centuries. The elves continue their appreciation of deep learning, crafting, and the arcane arts, though the influx of outsiders into the realm has led to the introduction of new ideas that diverge from purely elven tradition. Elves' apparent disinterest and detachment belie a keen eye on current events, a shifting political landscape, and growing and changing threats on a global and long-term scale. Even within the courts of Queen Telandia Edasseril, intrigue abounds as disparate factions vie for influence, and not all players agree with the decision to allow outsiders into the realm. Likewise, even this increased outreach has not overcome longstanding rivalries: Kyonin remains at odds with the River Kingdoms, especially regarding the human-occupied elven ruin of Sevenarches, and Razmiran's {@condition hostile} policy toward the elves has caused an ongoing cold war across the West Sellen River.", - "Those groups who question the wisdom of allowing outsiders into Kyonin have been most convincing with regard to the Fierani Forest, and especially the capital of Iadara, where several {@i aiudara}\u2014elf gates\u2014link the elven realm to distant lands, and where the Sovyrian Stone that powers all {@i aiudara} is carefully {@condition hidden} away. For this reason, parts of the city remain swathed in illusion and supernatural mists to deter non-elven visitors from straying from their designated areas. Ironically, many of these same groups worried about the safety of the elven capital also appreciate the influx of non-elven warriors from the north, who bring experience.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 127, - "name": "THE SIXTH KING OF MOUNTAINS", - "entries": [ - "The Five Kings Mountains are known for their dwarven residents, yet the mountains are home to another denizen of note. The great wyrm red dragon Daralathyxl has roamed this part of the world for more 2,000 years and established a lair among the Five Kings Mountains around 3001 ar. As one of the most powerful dragons in all of Golarion, Daralathyxl has come to be known as the \"Sixth King of the Mountains.\" The dwarven residents of the region are ever watchful, lest their wrathful neighbor reemerge and rampage across the Shining Kingdoms." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 128, - "name": "FINAL BLADE KYONIN" - }, - "from the demon-hunting Mendevian crusades that may be crucial in elven efforts to contain the threat of Treerazer in Kyonin's southern reaches.", + "Despite a heightened involvement on the global stage, life in Kyonin has changed little over the centuries. The elves continue their appreciation of deep learning, crafting, and the arcane arts, though the influx of outsiders into the realm has led to the introduction of new ideas that diverge from purely elven tradition. Elves' apparent disinterest and detachment belie a keen eye on current events, a shifting political landscape, and growing and changing threats on a global and long-term scale. Even within the courts of Queen Telandia Edasseril, intrigue abounds as disparate factions vie for influence, and not all players agree with the decision to allow outsiders into the realm. Likewise, even this increased outreach has not overcome longstanding rivalries: Kyonin remains at odds with the River Kingdoms, especially regarding the human-occupied elven ruin of Sevenarches, and Razmiran's hostile policy toward the elves has caused an ongoing cold war across the West Sellen River.", + "Those groups who question the wisdom of allowing outsiders into Kyonin have been most convincing with regard to the Fierani Forest, and especially the capital of Iadara, where several {@i aiudara}\u2014elf gates\u2014link the elven realm to distant lands, and where the Sovyrian Stone that powers all {@i aiudara} is carefully hidden away. For this reason, parts of the city remain swathed in illusion and supernatural mists to deter non-elven visitors from straying from their designated areas. Ironically, many of these same groups worried about the safety of the elven capital also appreciate the influx of non-elven warriors from the north, who bring experience rom the demon-hunting Mendevian crusades that may be crucial in elven efforts to contain the threat of Treerazer in Kyonin's southern reaches.", { "type": "pf2-h3", "source": "LOWG", "page": 128, - "name": "Tanglebriar", + "name": "TANGLEBRIAR", "entries": [ "The elves' long retreat to Sovyrian during the Age of Darkness may have saved their people, but their escape left their ancestral lands to rot and ruin. During their absence, the nascent demon lord Treerazer claimed much of Kyonin, twisting and perverting its sylvan majesty, culminating in an attempt to warp the Sovyrian Stone itself into a permanent portal to the Abyss. Fortunately for Golarion, this last atrocity was detected before it could succeed, prompting the elves to return to Golarion en masse in a ferocious counterattack. In the centuries to follow, elven forces drove the nascent demon lord from the heart of their realm, sequestering him in a vast swamp they dubbed Tanglebriar. Yet in spite of their migration back to the world they'd abandoned and their reforged ties with humanity and other nations, they've remained unable to destroy Treerazer completely or force him out of their lands.", "While few elves would say their conflict with Treerazer has been a success, most acknowledge that the threat the demon lord poses has been largely contained. Of late, elven forces have gained reinforcements as some crusaders from the Worldwound chose to join in the efforts against Treerazer rather than continuing south to confront Tar-Baphon, giving defenders renewed hope that victory may finally be within sight.", @@ -3495,26 +3616,8 @@ "page": 128, "name": "Taldor", "entries": [ - "Taldor is one of the oldest nations in the Inner Sea region, at one point having held the majority of Avistan under the Lion Throne's control.", - "The empire's history of expansion, military might, and heroic glory are baked into its citizens' self-image, and even the lowliest peasant tilling Taldan soil takes pride in the fact that she's Taldan. Millennia of tradition have taken their toll on the realm, however, and the empire now holds only a fraction of the lands it once {@condition controlled}. An ongoing, intermittent war with the neighboring satrapy of Qadira has instilled an anti-Keleshite and anti-Sarenite prejudice among many Taldans, and the nation's longstanding policy of agnatic succession, limiting the lines of succession to male descendants, has led to an unfortunately sexist trend in politics and society as a whole. The nobility's focus on prestige and personal power has consumed a disproportionate share of attention and resources, leaving the lower classes in increasingly dire straits and allowing the empire's once-magnificent infrastructure to slowly crumble.", - "A recent and hotly contested transition of power in Taldor has begun to overturn some of these trends. Grand Princess Eutropia Stavian is the first woman to rule Taldor in the empire's history, following the Taldan Senate's vote to overturn the longstanding policy of limiting the crown to male heirs. Though still relatively new to the throne, Eutropia has already proven herself a formidable monarch with her wise arbitration and cunning diplomacy, upholding the proud and rich Taldan culture while.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 128, - "name": "TREERAZER", - "entries": [ - "Spawn of the demon lord Cyth-V'sug, the nascent demon lord Treerazer somehow incurred his sire's wrath and was cast from the Abyss. Finding Golarion to his liking, Treerazer set about making a home for himself on the Material Plane, eventually settling in the abandoned elven homeland of Kyonin.", - "Though he has since been contained in the swamps of Tanglebriar, Treerazer retains his nominal divinity, and some cults worship him as a god." - ] - }, - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 129, - "name": "DOMINICUS RELL" - }, - "investing in the realm's long-neglected infrastructure. With the aid of her resurrected brother Prince Carrius\u2014who bears a strong spiritual connection to some of the greatest of Taldor's past emperors\u2014she's already managed to heal some of the divides caused by the bloody civil war that accompanied her rise to power, and by all accounts appears poised to revitalize Taldor as a nation. Yet the War for the Crown is still a fresh wound, and the old guard of Taldor has not yet fallen away. Many of Eutropia's former rivals remain in powerful positions and still oppose her rule, and plots and schemes circulate within every echelon of Taldan society.", + "Taldor is one of the oldest nations in the Inner Sea region, at one point having held the majority of Avistan under the Lion Throne's control. The empire's history of expansion, military might, and heroic glory are baked into its citizens' self-image, and even the lowliest peasant tilling Taldan soil takes pride in the fact that she's Taldan. Millennia of tradition have taken their toll on the realm, however, and the empire now holds only a fraction of the lands it once controlled. An ongoing, intermittent war with the neighboring satrapy of Qadira has instilled an anti-Keleshite and anti-Sarenite prejudice among many Taldans, and the nation's longstanding policy of agnatic succession, limiting the lines of succession to male descendants, has led to an unfortunately sexist trend in politics and society as a whole. The nobility's focus on prestige and personal power has consumed a disproportionate share of attention and resources, leaving the lower classes in increasingly dire straits and allowing the empire's once-magnificent infrastructure to slowly crumble.", + "A recent and hotly contested transition of power in Taldor has begun to overturn some of these trends. Grand Princess Eutropia Stavian is the first woman to rule Taldor in the empire's history, following the Taldan Senate's vote to overturn the longstanding policy of limiting the crown to male heirs. Though still relatively new to the throne, Eutropia has already proven herself a formidable monarch with her wise arbitration and cunning diplomacy, upholding the proud and rich Taldan culture while investing in the realm's long-neglected infrastructure. With the aid of her resurrected brother Prince Carrius\u2014who bears a strong spiritual connection to some of the greatest of Taldor's past emperors\u2014she's already managed to heal some of the divides caused by the bloody civil war that accompanied her rise to power, and by all accounts appears poised to revitalize Taldor as a nation. Yet the War for the Crown is still a fresh wound, and the old guard of Taldor has not yet fallen away. Many of Eutropia's former rivals remain in powerful positions and still oppose her rule, and plots and schemes circulate within every echelon of Taldan society.", "Taldor has long maintained an impressive military whose forces include the Taldan Horse, Taldan Phalanx, and Imperial Navy, but these assets have come to the fore with Tar-Baphon's move to claim Absalom\u2014itself not so far from Taldor's capital of Oppara. Nearly any Taldan can recount the nation's glorious leadership in the Shining Crusade and the victory the Taldan General Arnisant achieved there, and many in the nation view Tar-Baphon's return as an opportunity to once again shine on the field of glorious battle. Military outposts that not so long ago were devoted to skirmishes with Qadiran forces are now training troops for the potential return of the Whispering Tyrant, and the city of Cassomir has undergone a massive revival as the navy has begun building new ships at an unprecedented rate.", "Taldor as a whole maintains a close watch on neighboring lands. Some of this is handled through official channels, but a substantial portion of this work falls to the unseen hands of the secretive Lion Blades. Primarily recruited from Oppara's famous bardic colleges, Lion Blades specialize in infiltration, espionage, and even assassination to further their nation's goals. The Lion Blades' current leader is Dominicus Rell, who officially served as an advisor to the previous Grand Prince Stavian III and continues in that role for Eutropia, though rumor within the Lion Blades suggests a growing divide in agents' loyalty, with some favoring a senior agent named Laurisa Tromaine over Dominicus." ] @@ -3527,17 +3630,7 @@ "entries": [ "The largest woodland in Avistan straddles the borders of Andoran, Galt, and Taldor. Despite existing at the crux of several major powers, the resident druids, gnomes, and fey within the Verduran Forest maintain a large degree of autonomy from the surrounding lands.", "Taldor long ago came to terms with its woodland neighbors through the Treaty of the Wildwood, which established peaceful and mutually beneficial terms for logging and preservation alike. Residents of the Andoren portion of the forest, however, have found themselves in a growing conflict with loggers and the Lumber Consortium, especially as impending war has driven up demand for raw timber throughout the region. Only the efforts of the gnomes of Wispil, in accordance with the Treaty of the Wildwood, have prevented similar tensions with Taldor, whose shipbuilding has also increased demand on Verduran timber.", - "Long isolationist, the Wildwood druids have nevertheless found new allies in recent years. Some of Kyonin's first overtures beyond their borders were to the Verduran Forest, given the two cultures' shared appreciation for natural lands. The elves provide the Wildwood Lodge with current information on the outside world\u2014an increasing necessity, as the forest's proximity to Absalom means it will have little chance to remain neutral in any conflict with the Whispering Tyrant. A growing number of Rivethun dwarves from the Five Kings Mountains have also begun traveling to the Verduran Forest for mentorship.", - { - "type": "pf2-sidebar", - "source": "LOWG", - "page": 129, - "name": "THE GREEN FAITH", - "entries": [ - "The Green Faith predates any empire, and for ages its worshippers\u2014usually druids, though also the occasional primal sorcerer or cleric\u2014have claimed the Verduran Forest as a center of worship.", - "The Wildwood Lodge is the oldest and best-known of these orders, holding the Isle of Arenway as a particularly sacred site and defending the forest as a whole from interlopers." - ] - } + "Long isolationist, the Wildwood druids have nevertheless found new allies in recent years. Some of Kyonin's first overtures beyond their borders were to the Verduran Forest, given the two cultures' shared appreciation for natural lands. The elves provide the Wildwood Lodge with current information on the outside world\u2014an increasing necessity, as the forest's proximity to Absalom means it will have little chance to remain neutral in any conflict with the Whispering Tyrant. A growing number of Rivethun dwarves from the Five Kings Mountains have also begun traveling to the Verduran Forest for mentorship." ] }, { @@ -3546,7 +3639,20 @@ "page": 130, "name": "Backgrounds", "entries": [ - "The following backgrounds are particularly suitable for characters from the Shining Kingdoms region." + "The following backgrounds are particularly suitable for characters from the Shining Kingdoms region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Final Blade Survivor|lowg}", + "{@background Kalistrade Follower|lowg}", + "{@background Kyonin Emissary|lowg}", + "{@background Lumber Consortium Laborer|lowg}", + "{@background Rivethun Adherent|lowg}", + "{@background Taldan Schemer|lowg}", + "{@background Wildwood Local|lowg}" + ] + } ] }, { @@ -3555,7 +3661,19 @@ "page": 131, "name": "Lion Blade", "entries": [ - "You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools." + "You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Lion Blade Dedication|lowg}", + "{@feat Lost in the Crowd|lowg}", + "{@feat Crowd Mastery|lowg}", + "{@feat Expeditious Advance|lowg}", + "{@feat Spy's Countermeasures|lowg}", + "{@feat Flicker|lowg}" + ] + } ] } ] diff --git a/data/books.json b/data/books.json index cfd2027ce5..8b9377cbe7 100644 --- a/data/books.json +++ b/data/books.json @@ -4,6 +4,7 @@ "name": "Core Rulebook", "id": "CRB", "source": "CRB", + "group": "core", "coverUrl": "img/covers/CRB.jpg", "published": "2019-08-01", "author": "Paizo Inc.", @@ -239,6 +240,7 @@ "name": "Gamemastery Guide", "id": "GMG", "source": "GMG", + "group": "core", "coverUrl": "img/covers/GMG.webp", "published": "2020-02-26", "author": "Paizo Inc.", @@ -351,14 +353,214 @@ "name": "Lost Omens: World Guide", "id": "LOWG", "source": "LOWG", - "coverUrl": "", - "published": "", + "group": "lost-omens", + "coverUrl": "img/covers/LOWG.webp", + "published": "2019-09-10", "author": "Paizo Inc.", - "contents": [] + "contents": [ + { + "name": "Cover" + }, + { + "name": "Overview", + "headers": [ + "The World of Golarion", + "The Solar System", + "The Great Beyond" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Absalom and Starstone Isle", + "headers": [ + "Starstone Isle", + "Absalom", + "Greater Kortos", + "The Isle of Erran", + "Backgrounds", + "Pathfinder Agent" + ], + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Broken Lands", + "headers": [ + "Broken Lands", + "Brevoy", + "The Lake of Mists and Veils", + "Mendev", + "Numeria", + "Razmiran", + "The River Kingdoms", + "Sarkoris Scar", + "The Sellen River", + "Backgrounds", + "Aldori Duelist" + ], + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Eye of Dread", + "headers": [ + "Eye of Dread", + "Belkzen", + "Fangwood Forest", + "The Gravelands", + "Lake Encarthan and the Isle of Terror", + "Molthune", + "Nirmathas", + "Oprak", + "Ustalav", + "Backgrounds", + "Lastwall Sentry" + ], + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Golden Road", + "headers": [ + "Golden Road", + "The Barrier Wall", + "Katapesh", + "Osirion", + "Qadira", + "Rahadoum", + "Thuvia", + "Backgrounds", + "Living Monolith" + ], + "ordinal": { + "type": "chapter", + "identifier": 5 + } + }, + { + "name": "High Seas", + "headers": [ + "High Seas", + "Azlanti Ruins", + "Eye of Abendego", + "Hermea", + "Mediogalti Island", + "Mordant Spire", + "The Shackles", + "Undersea Realms", + "Backgrounds", + "Red Mantis Assassin" + ], + "ordinal": { + "type": "chapter", + "identifier": 6 + } + }, + { + "name": "Impossible Lands", + "headers": [ + "Impossible Lands", + "Alkenstar", + "Geb", + "Jalmeray", + "Mana Wastes", + "Nex", + "Backgrounds", + "Student of Perfection" + ], + "ordinal": { + "type": "chapter", + "identifier": 7 + } + }, + { + "name": "Mwangi Expanse", + "headers": [ + "Mwangi Expanse", + "Bloodcove", + "Kibwe", + "Lake Ocota", + "Mzali", + "Nantambu", + "Senghor", + "Usaro", + "Vidrian", + "Other Mwangi Locations", + "Backgrounds", + "Magic Warrior" + ], + "ordinal": { + "type": "chapter", + "identifier": 8 + } + }, + { + "name": "Old Cheliax", + "headers": [ + "Old Cheliax", + "Cheliax", + "Isger", + "Nidal", + "Ravounel", + "Backgrounds", + "Hellknight Armiger" + ], + "ordinal": { + "type": "chapter", + "identifier": 9 + } + }, + { + "name": "Saga Lands", + "headers": [ + "Saga Lands", + "Irrisen", + "Lands of the Linnorm Kings", + "New Thassilon", + "Realm of the Mammoth Lords", + "Varisia", + "Backgrounds", + "Runescarred" + ], + "ordinal": { + "type": "chapter", + "identifier": 10 + } + }, + { + "name": "Shining Kingdoms", + "headers": [ + "Shining Kingdoms", + "Andoran", + "Druma", + "Five Kings Mountains", + "Galt", + "Kyonin", + "Taldor", + "Verduran Forest", + "Backgrounds", + "Lion Blade" + ], + "ordinal": { + "type": "chapter", + "identifier": 11 + } + } + ] }, { "name": "Secrets of Magic", "id": "SoM", + "group": "core", "source": "SoM", "coverUrl": "img/covers/SoM.webp", "published": "2021-08-25", diff --git a/data/changelog.json b/data/changelog.json index 1f7a595812..41f9efe5ed 100644 --- a/data/changelog.json +++ b/data/changelog.json @@ -1,7 +1,65 @@ [ { - "ver": "1.0.0", - "date": "????-??-??", - "txt": "⛏⛏⛏How long can this go on?⛏⛏⛏" + "ver": "0.0.1", + "title": "Homework", + "date": "2021-11-29", + "txt": "- \"⛏⛏⛏How long can this go on?⛏⛏⛏\" they said" + }, + { + "ver": "0.0.2", + "date": "2021-11-29", + "txt": "- Added Guns & Gears content\n- Added fluff to Bestiary creatures\n- Added auto-tagging of specific variants in items\n- Fixed BUG-46, 48, 49, 51, 52, 54, 55, 56, 66, 67, 75, and 76\n- (Brew) Fixed a bug causing homebrew items not generating variant items correctly\n- (Fixed Typos/Added Tags)" + }, + { + "ver": "0.1.0", + "title": "Discovery", + "date": "2021-12-07", + "txt": "\n- Added CI/CD\n- Added content from:\n - Age of Ashes\n - Extinction Curse\n - Agents of Edgewatch\n - Abomination Vaults\n - Fists of the Ruby Phoenix\n - Strength of Thousands (1 and 2)\n- Fixed BUG-58, 59, and 60\n- (Fixed Typos/Added Tags)" + }, + { + "ver": "0.1.2", + "date": "2021-12-07", + "txt": "- Added a sitemap" + }, + { + "ver": "0.1.2", + "date": "2021-12-28", + "txt": "- Fixed Archetypes page feat list going out of bounds\n- Changed Images button to being a dropdown\n- Improved Sidebars\n- Added LOAG Errata\n- Fixed BUG-62, 63, 64, 65, 66, 82, and 83\n- Add Halcyon Spells filter\n- Add Battle Form Filter to Deities page\n- Fixed Archetype hover pop-ups having wrong padding\n- Added feats SEO pages\n- Added automatic releases on GitHub\n- Added Optional Features\n- (Fixed Typos/Added Tags)" + }, + { + "ver": "0.1.3", + "date": "2022-01-12", + "txt": "- Fixed Runebuilder buttons not rendering (sometimes)\n- Added MAP\n- Started Indexing Table IDs and add_hash strings\n- Moved Inventor modifications to Optional Features\n- Added more filters to the Optional Features page\n- Added GMG NPCs and G&G modifications\n- (Fixed Typos/Added Tags)" + }, + { + "ver": "0.1.4", + "date": "2022-01-16", + "txt": "- Fixed some Runebuilder quirks\n- Transitioned from featType to trait-based filtering\n- (Fixed Typos/Added Tags)" + }, + { + "ver": "0.1.5", + "date": "2022-02-13", + "txt": "- Fix BUG-70, 71 and 72\n- (Fixed Typos/Added Tags)" + }, + { + "ver": "0.1.6", + "date": "2022-02-13", + "txt": "- Fixed a bug causing the Archetypes page not loading\n- Fixed SHIFT+click on @damage tags\n- Added loading messages on some pages" + }, + { + "ver": "0.2.0", + "title": "Human After All", + "date": "2022-02-28", + "txt": "- Added Organizations Page\n- Added Open-Search\n- Added Privacy Policy\n- Fixed multiple CSS issues\n- Revamped Spells page to account for a different way spellcasting works from 5e\n- Fixed Prerequisites not showing on Optional Features page\n- Added domain/mystery tags to spells\n- Changed \"frequency\" to new format similar to \"activity\"\n- Added CTRL + click to deselect subclasses \n- Added Patreon Button\n- Added Companion Abilities\n- Removed Spell Lists from spell statblocks\n- Fixed duplicate tables in the Omnisearch\n- Fixed flatDC scaling while they should not\n- (Brew) Added CTRL + click to copy `@filter` tag to \"Copy link to filters\" button \n- (Fixed Typos/Added Tags)" + }, + { + "ver": "0.2.1", + "date": "2022-03-03", + "txt": "- Remove unsupported on iOS regex that was breaking the site on those devices\n- Fixed Ability Rendering\n- Fixed Item Variant Rendering\n- Fixed Creature Scaling on GM Screen and Hover Windows\n- (Fixed Typos/Added Tags)" + }, + { + "ver": "0.3.0", + "date": "2022-03-23", + "txt": "- Started Changelogs!\n- Removed nonsensical heightened data\n- Improved Initiative Tracker conditions menu\n- Added Combo Weapons from Guns & Gears\n- Converted all baseitems into new data structure\n- Changed the default Calendar in GM Screen to the Golarion calendar\n- Add full-page \"pf2-sidebar\" styles and \"entries\" entry\n- Added FEAT-96 and 102\n- Fixed archetype extra feats not being filtered correctly\n- Fix the patreon banner loading half of Patreon with it\n- Fixed BUG-86 and 87\n- Added gtags analytics\n- Add Lost Omens: World Guide to the Books page\n- Updated the navbar\n- Added a script to replace statblock references upon deployment\n- (Fixed Typos/Added Tags)" } ] diff --git a/data/class/class-alchemist.json b/data/class/class-alchemist.json index fc27902348..3135b7288f 100644 --- a/data/class/class-alchemist.json +++ b/data/class/class-alchemist.json @@ -406,7 +406,7 @@ "level": 1, "entries": [ "You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the {@action Craft} activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of, them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.", - "You gain the {@feat Alchemical Crafting|CRB} feat, even if you don't meet that feat's prerequisites, and you gain the four {@filter common 1st-level alchemical formulas|items||general=alchemical|level=[1;1]|rarity=common|type=null} granted by that feat. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.", + "You gain the {@feat Alchemical Crafting|CRB} feat, even if you don't meet that feat's prerequisites, and you gain the four {@filter common 1st-level alchemical formulas|items||item=alchemical|level=[1;1]|rarity=common|type=null} granted by that feat. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.", { "type": "pf2-h4", "page": 72, diff --git a/data/class/class-bard.json b/data/class/class-bard.json index 3a942b9ade..8c1954a90f 100644 --- a/data/class/class-bard.json +++ b/data/class/class-bard.json @@ -654,7 +654,7 @@ "classSource": "CRB", "level": 1, "entries": [ - "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two {@filter 1st-level occult spells|spells||level=1|tradition & spell list=occult|rarity=common} of your choice and five {@filter occult cantrips|spells||level=0|tradition & spell list=occult|rarity=common} of your choice. You choose these from the common spells from the {@filter occult list|spells||tradition & spell list=occult} or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.", + "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two {@filter 1st-level occult spells|spells||spell type=spell;!cantrip|level=1|tradition & spell list=occult|rarity=common} of your choice and five {@filter occult cantrips|spells||spell type=cantrip|tradition & spell list=occult|rarity=common} of your choice. You choose these from the common spells from the {@filter occult list|spells||tradition & spell list=occult} or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.", "You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3\u20136), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell.", "Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.", { diff --git a/data/class/class-cleric.json b/data/class/class-cleric.json index 51c8daed39..55e2f329a7 100644 --- a/data/class/class-cleric.json +++ b/data/class/class-cleric.json @@ -107,17 +107,41 @@ "classFeature": "Doctrine|Cleric|CRB|1", "gainSubclassFeature": true }, + { + "classFeature": "First Doctrine|Cleric|CRB|1", + "gainSubclassFeature": true + }, "Cleric Feats|Cleric|CRB|2", "Skill Feats|Cleric|CRB|2", + { + "classFeature": "Second Doctrine|Cleric|CRB|3", + "gainSubclassFeature": true + }, "General Feats|Cleric|CRB|3", "Skill Increases|Cleric|CRB|3", "Ability Boosts|Cleric|CRB|5", "Alertness|Cleric|CRB|5", "Ancestry Feats|Cleric|CRB|5", + { + "classFeature": "Third Doctrine|Cleric|CRB|7", + "gainSubclassFeature": true + }, "Resolve|Cleric|CRB|9", + { + "classFeature": "Fourth Doctrine|Cleric|CRB|11", + "gainSubclassFeature": true + }, "Lightning Reflexes|Cleric|CRB|11", "Divine Defense|Cleric|CRB|13", "Weapon Specialization|Cleric|CRB|13", + { + "classFeature": "Fifth Doctrine|Cleric|CRB|15", + "gainSubclassFeature": true + }, + { + "classFeature": "Final Doctrine|Cleric|CRB|19", + "gainSubclassFeature": true + }, "Miraculous Spell|Cleric|CRB|19" ], "subclasses": [ @@ -128,7 +152,13 @@ "source": "CRB", "page": 119, "subclassFeatures": [ - "Doctrine|Cleric|CRB|Cloistered|CRB|1" + "Doctrine|Cleric|CRB|Cloistered|CRB|1", + "First Doctrine|Cleric|CRB|Cloistered|CRB|1", + "Second Doctrine|Cleric|CRB|Cloistered|CRB|3", + "Third Doctrine|Cleric|CRB|Cloistered|CRB|7", + "Fourth Doctrine|Cleric|CRB|Cloistered|CRB|11", + "Fifth Doctrine|Cleric|CRB|Cloistered|CRB|15", + "Final Doctrine|Cleric|CRB|Cloistered|CRB|19" ] }, { @@ -138,7 +168,13 @@ "source": "CRB", "page": 120, "subclassFeatures": [ - "Doctrine|Cleric|CRB|Warpriest|CRB|1" + "Doctrine|Cleric|CRB|Warpriest|CRB|1", + "First Doctrine|Cleric|CRB|Warpriest|CRB|1", + "Second Doctrine|Cleric|CRB|Warpriest|CRB|3", + "Third Doctrine|Cleric|CRB|Warpriest|CRB|7", + "Fourth Doctrine|Cleric|CRB|Warpriest|CRB|11", + "Fifth Doctrine|Cleric|CRB|Warpriest|CRB|15", + "Final Doctrine|Cleric|CRB|Warpriest|CRB|19" ] } ], @@ -241,6 +277,60 @@ "At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class." ] }, + { + "name": "First Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "level": 1, + "entries": [] + }, + { + "name": "Second Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "level": 3, + "entries": [] + }, + { + "name": "Final Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "level": 19, + "entries": [] + }, + { + "name": "Fifth Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "level": 15, + "entries": [] + }, + { + "name": "Fourth Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "level": 11, + "entries": [] + }, + { + "name": "Third Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "level": 7, + "entries": [] + }, { "name": "Deity", "source": "CRB", @@ -272,7 +362,7 @@ "level": 1, "entries": [ "Your deity bestows on you the power to cast divine spells. You can cast divine spells using the {@action Cast a Spell} activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a cleric, you can usually hold a divine focus (such as a {@item religious symbol}) for spells requiring material components instead of needing to use a {@item material component pouch}.", - "At 1st level, you can prepare two {@filter 1st-level spells|spells||tradition & spell list=divine|rarity=common|level=1} and five {@filter cantrips|spells||tradition & spell list=divine|rarity=common|level=0} each morning from the common spells on the {@filter divine spell list|spells||tradition & spell list=divine|rarity=common} in this book or from other divine spells to which you gain access. 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.", + "At 1st level, you can prepare two {@filter 1st-level spells|spells||spell type=spell|tradition & spell list=divine|rarity=common|level=1} and five {@filter cantrips|spells||spell type=cantrip|tradition & spell list=divine|rarity=common} each morning from the common spells on the {@filter divine spell list|spells||tradition & spell list=divine|rarity=common} in this book or from other divine spells to which you gain access. 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 cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3\u20139: Cleric Spells per Day on page 120.", "Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear in Spell Attack Rolls.", { @@ -684,7 +774,7 @@ "classSource": "CRB", "level": 1, "entries": [ - "Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. The doctrines presented in this book are cloistered cleric and warpriest. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine's second, third, fourth, fifth, and final doctrines respectively." + "Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. The doctrines presented in this book are {@class cleric||cloistered cleric|cloistered} and {@class cleric||warpriest|warpriest}. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine's second, third, fourth, fifth, and final doctrines respectively." ] }, { @@ -837,56 +927,127 @@ "page": 119, "name": "Cloistered Cleric", "entries": [ - "You are a cleric of the cloth, focusing on divine magic and your connection to your deity's domains.", - { - "type": "pf2-options", - "style": "pf2-p", - "skipSort": true, - "items": [ - { - "type": "item", - "name": "First Doctrine (1st)", - "entries": [ - "You gain the {@feat Domain Initiate} cleric feat." - ] - }, - { - "type": "item", - "name": "Second Doctrine (3rd)", - "entries": [ - "Your proficiency rank for Fortitude saves increases to expert." - ] - }, - { - "type": "item", - "name": "Third Doctrine (7th)", - "entries": [ - "Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert." - ] - }, - { - "type": "item", - "name": "Fourth Doctrine (11th)", - "entries": [ - "You gain expert proficiency with your deity's favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary." - ] - }, - { - "type": "item", - "name": "Fifth Doctrine (15th)", - "entries": [ - "Your proficiency ranks for divine spell attack rolls and spell DCs increase to master." - ] - }, - { - "type": "item", - "name": "Final Doctrine (19th)", - "entries": [ - "Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary." - ] - } - ] - } + "You are a cleric of the cloth, focusing on divine magic and your connection to your deity's domains." + ] + } + ] + }, + { + "name": "First Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Cloistered", + "subclassSource": "CRB", + "level": 1, + "entries": [ + { + "type": "pf2-h4", + "page": 119, + "name": "Cloistered Cleric", + "entries": [ + "You gain the {@feat Domain Initiate} cleric feat." + ] + } + ] + }, + { + "name": "Second Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Cloistered", + "subclassSource": "CRB", + "level": 3, + "entries": [ + { + "type": "pf2-h4", + "page": 119, + "name": "Cloistered Cleric", + "entries": [ + "Your proficiency rank for Fortitude saves increases to expert." + ] + } + ] + }, + { + "name": "Third Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Cloistered", + "subclassSource": "CRB", + "level": 7, + "entries": [ + { + "type": "pf2-h4", + "page": 119, + "name": "Cloistered Cleric", + "entries": [ + "Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert." + ] + } + ] + }, + { + "name": "Fourth Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Cloistered", + "subclassSource": "CRB", + "level": 11, + "entries": [ + { + "type": "pf2-h4", + "page": 119, + "name": "Cloistered Cleric", + "entries": [ + "You gain expert proficiency with your deity's favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary." + ] + } + ] + }, + { + "name": "Fifth Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Cloistered", + "subclassSource": "CRB", + "level": 15, + "entries": [ + { + "type": "pf2-h4", + "page": 119, + "name": "Cloistered Cleric", + "entries": [ + "Your proficiency ranks for divine spell attack rolls and spell DCs increase to master." + ] + } + ] + }, + { + "name": "Final Doctrine", + "source": "CRB", + "page": 119, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Cloistered", + "subclassSource": "CRB", + "level": 19, + "entries": [ + { + "type": "pf2-h4", + "page": 119, + "name": "Cloistered Cleric", + "entries": [ + "Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary." ] } ] @@ -906,56 +1067,127 @@ "page": 120, "name": "Warpriest", "entries": [ - "You have trained in the more militant doctrine of your church, focusing on both spells and battle.", - { - "type": "pf2-options", - "style": "pf2-p", - "skipSort": true, - "items": [ - { - "type": "item", - "name": "First Doctrine (1st)", - "entries": [ - "You're trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the {@feat Shield Block} general feat, a reaction to reduce damage with a shield. If your deity's weapon is simple, you gain the {@feat Deadly Simplicity} cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor." - ] - }, - { - "type": "item", - "name": "Second Doctrine (3rd)", - "entries": [ - "You're trained in martial weapons." - ] - }, - { - "type": "item", - "name": "Third Doctrine (7th)", - "entries": [ - "You gain expert proficiency with your deity's favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary." - ] - }, - { - "type": "item", - "name": "Fourth Doctrine (11th)", - "entries": [ - "Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert." - ] - }, - { - "type": "item", - "name": "Fifth Doctrine (15th)", - "entries": [ - "Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead." - ] - }, - { - "type": "item", - "name": "Final Doctrine (19th)", - "entries": [ - "Your proficiency ranks for divine spell attack rolls and spell DCs increase to master." - ] - } - ] - } + "You have trained in the more militant doctrine of your church, focusing on both spells and battle." + ] + } + ] + }, + { + "name": "First Doctrine", + "source": "CRB", + "page": 120, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Warpriest", + "subclassSource": "CRB", + "level": 1, + "entries": [ + { + "type": "pf2-h4", + "page": 120, + "name": "Warpriest", + "entries": [ + "You're trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the {@feat Shield Block} general feat, a reaction to reduce damage with a shield. If your deity's weapon is simple, you gain the {@feat Deadly Simplicity} cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor." + ] + } + ] + }, + { + "name": "Second Doctrine", + "source": "CRB", + "page": 120, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Warpriest", + "subclassSource": "CRB", + "level": 3, + "entries": [ + { + "type": "pf2-h4", + "page": 120, + "name": "Warpriest", + "entries": [ + "You're trained in martial weapons." + ] + } + ] + }, + { + "name": "Third Doctrine", + "source": "CRB", + "page": 120, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Warpriest", + "subclassSource": "CRB", + "level": 7, + "entries": [ + { + "type": "pf2-h4", + "page": 120, + "name": "Warpriest", + "entries": [ + "You gain expert proficiency with your deity's favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary." + ] + } + ] + }, + { + "name": "Fourth Doctrine", + "source": "CRB", + "page": 120, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Warpriest", + "subclassSource": "CRB", + "level": 11, + "entries": [ + { + "type": "pf2-h4", + "page": 120, + "name": "Warpriest", + "entries": [ + "Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert." + ] + } + ] + }, + { + "name": "Fifth Doctrine", + "source": "CRB", + "page": 120, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Warpriest", + "subclassSource": "CRB", + "level": 15, + "entries": [ + { + "type": "pf2-h4", + "page": 120, + "name": "Warpriest", + "entries": [ + "Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead." + ] + } + ] + }, + { + "name": "Final Doctrine", + "source": "CRB", + "page": 120, + "className": "Cleric", + "classSource": "CRB", + "subclassShortName": "Warpriest", + "subclassSource": "CRB", + "level": 19, + "entries": [ + { + "type": "pf2-h4", + "page": 120, + "name": "Warpriest", + "entries": [ + "Your proficiency ranks for divine spell attack rolls and spell DCs increase to master." ] } ] diff --git a/data/class/class-druid.json b/data/class/class-druid.json index 45e3ed20c0..0f3e87bb41 100644 --- a/data/class/class-druid.json +++ b/data/class/class-druid.json @@ -305,7 +305,7 @@ "level": 1, "entries": [ "The power of the wild world flows through you. You can cast primal spells using the {@action Cast a Spell} activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you're a druid, you can usually hold a primal focus (such as {@item holly and mistletoe}) for spells requiring material components instead of needing to use a material component pouch.", - "At 1st level, you can prepare two {@filter 1st-level spells|spells||tradition & spell list=primal|rarity=common|level=1} and five {@filter cantrips|spells||tradition & spell list=primal|rarity=common|level=0} each morning from the common spells on the primal spell list in this book, or from other primal spells to which you gain access. 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.", + "At 1st level, you can prepare two {@filter 1st-level spells|spells||spell type=spell|tradition & spell list=primal|rarity=common|level=1} and five {@filter cantrips|spells||spell type=cantrip|tradition & spell list=primal|rarity=common|level=0} each morning from the common spells on the primal spell list in this book, or from other primal spells to which you gain access. 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 druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3\u201311: Druid Spells per Day.", "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 Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear in Spell Attack Rolls.", { diff --git a/data/class/class-magus.json b/data/class/class-magus.json index b35ad86e4e..7c68ff1557 100644 --- a/data/class/class-magus.json +++ b/data/class/class-magus.json @@ -402,7 +402,7 @@ "page": 36, "name": "Spellbook", "entries": [ - "Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less (as detailed on page 291 of the Core Rulebook), which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight {@filter arcane cantrips|spells||level=0|tradition & spell list=arcane|rarity=common} and four {@filter 1st-level arcane spells|spells||level=1|tradition & spell list=arcane|rarity=common}. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled {@i Theses on the Stratagems of Supernatural Warfare} to a tattered collection of training pamphlets with your name scrawled on the cover.", + "Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less (as detailed on page 291 of the Core Rulebook), which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight {@filter arcane cantrips|spells||spell type=cantrip|tradition & spell list=arcane|rarity=common} and four {@filter 1st-level arcane spells|spells||spell type=spell|level=1|tradition & spell list=arcane|rarity=common}. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled {@i Theses on the Stratagems of Supernatural Warfare} to a tattered collection of training pamphlets with your name scrawled on the cover.", "Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the {@skill Arcana} skill to add other spells that you find in your adventures, as described on page 241 of the Core Rulebook. Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal.", "If you have a spellbook from multiple sources (such as being a magus with the {@feat Wizard Dedication} feat), you can use the same spellbook for all your spells." ] diff --git a/data/class/class-oracle.json b/data/class/class-oracle.json index 009561d6c6..4331f48067 100644 --- a/data/class/class-oracle.json +++ b/data/class/class-oracle.json @@ -702,7 +702,7 @@ "classSource": "APG", "level": 1, "entries": [ - "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two {@filter 1st-level spells|spells||tradition & spell list=divine|rarity=common|level=1} and five {@filter cantrips|spells||tradition & spell list=divine|rarity=common|level=0} of your choice. You choose these from the common spells from the divine spell list, or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.", + "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two {@filter 1st-level spells|spells||spell type=spell|tradition & spell list=divine|rarity=common|level=1} and five {@filter cantrips|spells||spell type=cantrip|tradition & spell list=divine|rarity=common|level=0} of your choice. You choose these from the common spells from the divine spell list, or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.", "You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2\u20133), you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell.", "Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.", { diff --git a/data/class/class-sorcerer.json b/data/class/class-sorcerer.json index 04ca773df1..28cd444e7c 100644 --- a/data/class/class-sorcerer.json +++ b/data/class/class-sorcerer.json @@ -824,7 +824,7 @@ "classSource": "CRB", "level": 1, "entries": [ - "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two {@filter 1st-level spells|spells||rarity=common|level=1} of your choice and four {@filter cantrips|spells||rarity=common|level=0} of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.", + "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two {@filter 1st-level spells|spells||spell type=spell|rarity=common|level=1} of your choice and four {@filter cantrips|spells||rarity=common|level=0} of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.", "You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3\u201317), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always the spell granted by your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-level spells, and so on. When you add spells, you might select a higher-level version of a spell you already know so that you can cast a heightened version of that spell.", "Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.", { diff --git a/data/class/class-summoner.json b/data/class/class-summoner.json index cb03d6608d..f0a2bfc5c3 100644 --- a/data/class/class-summoner.json +++ b/data/class/class-summoner.json @@ -377,7 +377,7 @@ 0 ], "name": "Summoner Spells per Day", - "id": "2-2", + "id": "2-4", "labelRowIdx": [ 0 ], @@ -680,7 +680,7 @@ "classSource": "SoM", "level": 1, "entries": [ - "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn't give you another spell slot, and vice versa.", + "The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two {@filter 1st-level spells|spells||spell type=spell|rarity=common|level=1} of your choice and five {@filter cantrips|spells||spell type=cantrip|rarity=common} of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn't give you another spell slot, and vice versa.", "You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2\u20134: Summoner Spells per Day), you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell. At 3rd level, you add the first 2nd-level spell to your repertoire. At 4th level you gain your second and your spell repertoire reaches its maximum size of five spells.", "At 5th level, in addition to adding two 3rd-level spells to your repertoire, you lose your lowest level of spell slots. Any time you lose a level of spell slots, you lose two spells in your repertoire as well. These can come from spells you already know or out of the number of new spells you're learning. On levels in which you don't change your spell slots, you can swap out multiple spells, as described below.", { @@ -1006,281 +1006,5 @@ "You can manifest your eidolon with incredible speed. You can use {@action Manifest Eidolon|SoM} as a single action, instead of a three-action activity." ] } - ], - "subclassFeature": [ - { - "name": "Arcane School", - "page": 57, - "source": "SoM", - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Abjuration", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "name": "Abjuration", - "type": "pf2-h4", - "entries": [ - "As an abjurer, you master the art of protection, strengthening defenses, preventing attacks, and even turning magic against itself. You understand that an ounce of prevention is worth a pound of cure. You add one {@filter 1st-level abjuration spell|spells||tradition & spell list=arcane|school=a|level=1} (such as {@i {@spell feather fall}}) to your spellbook. You learn the {@spell protective ward} school spell." - ] - } - ] - }, - { - "name": "Arcane School", - "source": "SoM", - "page": 57, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Conjuration", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Conjuration", - "entries": [ - "As a conjurer, you summon creatures and objects from places beyond, and use magic to transport to distant locales. You understand that the true key to victory is strength in numbers. You add one {@filter 1st-level conjuration spell|spells||tradition & spell list=arcane|school=c|level=1} (such as {@i {@spell summon animal}}) to your spellbook. You learn the {@spell augment summoning} school spell." - ] - } - ] - }, - { - "name": "Arcane School", - "source": "SoM", - "page": 208, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Divination", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Divination", - "entries": [ - "As a diviner, you master remote viewing and prescience, learning information that can transform investigations, research, and battle strategies. You understand that knowledge is power. You add one {@filter 1st-level divination spell|spells||tradition & spell list=arcane|school=d|level=1} spell (such as {@i {@spell true strike}}) to your spellbook. You learn the {@spell diviner's sight} school spell." - ] - } - ] - }, - { - "name": "Arcane School", - "source": "SoM", - "page": 208, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Enchantment", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Enchantment", - "entries": [ - "As an enchanter, you use magic to manipulate others' minds. You might use your abilities to subtly influence others or seize control over them. You understand that the mind surpasses matter. You add one {@filter 1st-level enchantment spell|spells||tradition & spell list=arcane|school=e|level=1} (such as {@i {@spell charm}}) to your spellbook. You learn the {@spell charming words} school spell." - ] - } - ] - }, - { - "name": "Arcane School", - "source": "SoM", - "page": 208, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Evocation", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Evocation", - "entries": [ - "As an evoker, you revel in the raw power of magic, using it to create and destroy with ease.", - "You can call forth elements, forces, and energy to devastate your foes or to assist you in other ways. You understand that the most direct approach is the most elegant. You add one {@filter 1st-level evocation spell|spells||tradition & spell list=arcane|school=v|level=1} (such as {@i {@spell shocking grasp}}) to your spellbook. You learn the {@spell force bolt} school spell." - ] - } - ] - }, - { - "name": "Arcane School", - "source": "SoM", - "page": 208, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Illusion", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Illusion", - "entries": [ - "As an illusionist, you use magic to create images, figments, and phantasms to baffle your enemies. You understand that perception is reality. You add one {@filter 1st-level illusion spell|spells||tradition & spell list=arcane|school=i|level=1} (such as {@i {@spell illusory object}}) to your spellbook. You learn the {@spell warped terrain} school spell." - ] - } - ] - }, - { - "name": "Arcane School", - "source": "SoM", - "page": 208, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Necromancy", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Necromancy", - "entries": [ - "As a necromancer, you call upon the powers of life and death. While your school is often vilified for its association with raising the undead, you understand that control over life also means control over healing. You add one {@filter 1st-level necromancy spell|spells||tradition & spell list=arcane|school=n|level=1} (such as {@i {@spell grim tendrils}}) to your spellbook. You learn the {@spell call of the grave} school spell." - ] - } - ] - }, - { - "name": "Arcane School", - "source": "SoM", - "page": 208, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Transmutation", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Transmutation", - "entries": [ - "As a transmuter, you alter the physical properties of things, transforming creatures, objects, the natural world, and even yourself at your whim. You understand that change is inevitable. You add one {@filter 1st-level transmutation spell|spells||tradition & spell list=arcane|school=t|level=1} (such as {@i {@spell magic weapon}}) to your spellbook. You learn the {@spell physical boost} school spell." - ] - } - ] - }, - { - "name": "Arcane School", - "source": "SoM", - "page": 209, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Universalist", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h2", - "name": "Universalist", - "entries": [ - "Instead of specializing narrowly in an arcane school, you can become a universalist Summoner\u2014by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts. For each level of spell you can cast, you can use {@action Drain Bonded item} once per day to recall a spell of that level (instead of using it only once per day in total). You gain an extra {@filter Summoner class feat|feats||type=class|classes=Summoner|level=[1;1]}, and you add one {@filter 1st-level spell|spells||tradition & spell list=arcane|level=1} of your choice to your spellbook." - ] - } - ] - }, - { - "name": "Arcane Thesis", - "source": "SoM", - "page": 205, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Improved Familiar Attunement", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Improved Familiar Attunement", - "entries": [ - "You've long held that fine-tuning the magic that bonds Summoner and familiar can improve the mystic connection, compared to the safe yet generic bond most Summoners currently use. You've formed such a pact with your familiar, gaining more advantages from it than most Summoners. You gain the {@feat Familiar (Summoner)|SoM|Familiar} Summoner feat as a bonus feat. Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels.", - "Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of {@action Drain Bonded Item}. Drain Familiar can be used any time an ability would allow you to use {@action Drain Bonded Item} and functions identically, except that you draw magic from your familiar instead of an item." - ] - } - ] - }, - { - "name": "Arcane Thesis", - "source": "SoM", - "page": 205, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Metamagical Experimentation", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Metamagical Experimentation", - "entries": [ - "You've realized that the practice known as metamagic is a holdover from a time long ago, when Summoners had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects.", - "You gain a {@filter 1st-level metamagic Summoner feat|feats||general=metamagic|classes=Summoner|level=[1;1]} as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic Summoner feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations." - ] - } - ] - }, - { - "name": "Arcane Thesis", - "source": "SoM", - "page": 56, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Spell Blending", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Spell Blending", - "entries": [ - "You theorize that spell slots are a shorthand for an underlying energy that powers all spellcasting, and you've found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells.", - "When you make your daily preparations, you can trade two spell slots of the same level for a bonus spell slot of up to 2 levels higher than the traded spell slots. You can exchange as many spell slots as you have available.", - "Bonus spell slots must be of a level you can normally cast, and each bonus spell slot must be of a different spell level. You can also trade any spell slot for two additional cantrips, though you cannot trade more than one spell slot at a time for additional cantrips in this way." - ] - } - ] - }, - { - "name": "Arcane Thesis", - "source": "SoM", - "page": 56, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Spell Substitution", - "subclassSource": "SoM", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Spell Substitution", - "entries": [ - "You don't accept the fact that once spells are prepared, they can't be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.", - "You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again." - ] - } - ] - }, - { - "name": "Arcane Thesis", - "source": "APG", - "page": 142, - "className": "Summoner", - "classSource": "SoM", - "subclassShortName": "Staff Nexus", - "subclassSource": "APG", - "level": 1, - "entries": [ - { - "type": "pf2-h4", - "name": "Staff Nexus", - "entries": [ - "Your thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You've formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power.", - "You begin play with a makeshift staff of your own invention. It contains one cantrip and one 1st-level spell, both from your spellbook, but it gains no charges normally during your preparations; you must expend a spell slot to grant it charges in the same way you would add additional charges to a normal staff. You can {@action Craft} your makeshift staff into any other type of staff for the new staff's usual cost, adding the two spells you originally chose to the staff you {@action Craft}.", - "At 8th level, you can expend two spells instead of one when preparing your staff, adding additional charges equal to the combined levels of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined levels of all three spells." - ] - } - ] - } ] } diff --git a/data/class/class-witch.json b/data/class/class-witch.json index e209b9312c..46592fe7e7 100644 --- a/data/class/class-witch.json +++ b/data/class/class-witch.json @@ -355,7 +355,7 @@ "level": 1, "entries": [ "Your patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules beggining on page 217 of the core rulebook, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.", - "Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 {@filter cantrips|spells||level=0|rarity=common}, five {@filter 1st-level spells|spells||level=1|rarity=common}, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.", + "Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 {@filter cantrips|spells||spell type=cantrip|rarity=common}, five {@filter 1st-level spells|spells||spell type=spell|level=1|rarity=common}, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.", "Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.", "Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the {@action Learn a Spell} exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the {@action Learn a Spell} activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.", "If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared." diff --git a/data/class/class-wizard.json b/data/class/class-wizard.json index 6bed020a73..d6fa6c0f5e 100644 --- a/data/class/class-wizard.json +++ b/data/class/class-wizard.json @@ -412,7 +412,7 @@ "page": 204, "name": "Spellbook", "entries": [ - "Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less (as detailed on page 291), which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 {@filter arcane cantrips|spells||level=0|tradition & spell list=arcane|rarity=common} and five {@filter 1st-level arcane spells|spells||level=1|tradition & spell list=arcane|rarity=common}. You choose these from the common spells on the arcane spell list from this book or from other arcane spells you gain access to.", + "Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less (as detailed on page 291), which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 {@filter arcane cantrips|spells||spell type=cantrip|tradition & spell list=arcane|rarity=common} and five {@filter 1st-level arcane spells|spells||spell type=spell;!cantrip|level=1|tradition & spell list=arcane|rarity=common}. You choose these from the common spells on the arcane spell list from this book or from other arcane spells you gain access to.", "Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be {@i esoteric, like The Crimson Libram, or something more academic, like A Field Study in Practical Transmutation.}", "Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast.", "You can also use the {@skill Arcana} skill to add other spells that you find in your adventures, as described on page 241." diff --git a/data/companionsfamiliars.json b/data/companionsfamiliars.json index e8535b99d3..93fbc8f5c7 100644 --- a/data/companionsfamiliars.json +++ b/data/companionsfamiliars.json @@ -38,9 +38,7 @@ ] }, "speed": { - "abilities": null, "walk": 25, - "burrow": null, "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.", @@ -97,10 +95,7 @@ ] }, "speed": { - "abilities": null, - "walk": 25, - "burrow": null, - "climb": null + "walk": 25 }, "support": "Your arboreal sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your arboreal sapling's reach, the first square the creature moves into after taking that damage is {@quickref difficult terrain||3|terrain}.", "maneuver": { @@ -169,7 +164,6 @@ ] }, "speed": { - "abilities": null, "walk": 25, "burrow": 10, "climb": 10 @@ -255,11 +249,8 @@ ] }, "speed": { - "abilities": null, "walk": 15, - "fly": 30, - "burrow": null, - "climb": null + "fly": 30 }, "support": "Your bat flaps around your foes' arms and faces, getting in the way of their attacks. Until the start of your next turn, creatures in your bat's reach that you damage with {@action Strike||Strikes} take a \u20131 circumstance penalty to their attack rolls.", "maneuver": { @@ -325,11 +316,7 @@ ] }, "speed": { - "abilities": null, - "walk": 35, - "fly": null, - "burrow": null, - "climb": null + "walk": 35 }, "support": "Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear's reach with a {@action Strike}, the creature takes {@damage 1d8} slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to {@damage 2d8}.", "maneuver": { @@ -393,7 +380,6 @@ ] }, "speed": { - "abilities": null, "walk": 35 }, "support": "Your beetle stomps around and smashes into foes, knocking them off balance or pushing them aside when you create an opening. Until the start of your next turn, while riding on your beetle, your {@action Strike||Strikes} that deal damage either make the target {@condition flat-footed} until the end of your next turn or move the target 5 feet away from the beetle (this is {@quickref forced movement||3|forced movement}). The target chooses which effect occurs.", @@ -461,11 +447,8 @@ ] }, "speed": { - "abilities": null, "walk": 10, - "fly": 60, - "burrow": null, - "climb": null + "fly": 60 }, "support": "The bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature that your bird threatens also deal {@damage 1d4} {@condition persistent damage||persistent bleed damage}, and the target is {@condition dazzled} until it removes the bleed damage. If your bird is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d4}.", "maneuver": { @@ -523,10 +506,7 @@ ] }, "speed": { - "abilities": null, - "walk": 35, - "burrow": null, - "climb": null + "walk": 35 }, "support": "Your boar gores your foes. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your boar's reach also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage}. If your boar is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}.", "maneuver": { @@ -584,10 +564,7 @@ ] }, "speed": { - "abilities": null, - "walk": 35, - "burrow": null, - "climb": null + "walk": 35 }, "support": "The camel makes a ranged attack to spit a long string of saliva at a foe within 10 feet. On a hit, the foe is {@condition dazzled} for 1 round.", "maneuver": { @@ -652,7 +629,6 @@ ] }, "speed": { - "abilities": null, "walk": 35 }, "support": "Your capybara assists you in battle. You gain a +1 circumstance bonus on your next attack roll to {@action Strike} a foe within your capybara's reach. The bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first.", @@ -731,10 +707,7 @@ ] }, "speed": { - "abilities": null, - "walk": 35, - "burrow": null, - "climb": null + "walk": 35 }, "support": "Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that deal damage to a creature within your cat's reach make the target {@condition flat-footed} until the end of your next turn.", "maneuver": { @@ -796,9 +769,7 @@ ] }, "speed": { - "abilities": null, "walk": 25, - "burrow": null, "climb": 25 }, "support": "Your cave gecko helps you stay afoot, leaning into you and propping you up as you maneuver your opponent. Until the end of your next turn, as long as you are adjacent to your cave gecko, if you attempt to {@action Disarm}, {@action Shove}, or {@action Trip} an opponent and roll a critical failure, you get a failure instead.", @@ -869,9 +840,7 @@ ] }, "speed": { - "abilities": null, "walk": 10, - "burrow": null, "fly": 60 }, "support": "Your pterosaur expands its wings and makes distracting flapping motions. Any creature that would gain lesser cover from the pterosaur gains standard cover instead.", @@ -935,9 +904,7 @@ ] }, "speed": { - "abilities": null, "walk": 20, - "burrow": null, "swim": 25 }, "support": "Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your {@action Strike} damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws {@action Strike}. If the target is smaller than the crocodile, it takes a \u201310-foot circumstance penalty to its Speeds and can't {@action Fly} while the crocodile is latched on.", @@ -1010,10 +977,7 @@ ] }, "speed": { - "abilities": null, - "walk": 50, - "burrow": null, - "swim": null + "walk": 50 }, "support": "Your raptor constantly darts into flanking position. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion are flanking; you can choose a different space for each of your attacks.", "maneuver": { @@ -1074,10 +1038,7 @@ ] }, "speed": { - "abilities": null, - "walk": 40, - "burrow": null, - "swim": null + "walk": 40 }, "support": "Your horse adds momentum to your charge. Until the start of your next turn, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage to that attack equal to twice the number of damage dice. If your weapon already has the {@trait jousting} weapon trait, increase the trait's damage bonus by 2 per die instead.", "maneuver": { @@ -1142,10 +1103,7 @@ ] }, "speed": { - "abilities": null, - "walk": 40, - "burrow": null, - "swim": null + "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.", "maneuver": { @@ -1205,10 +1163,7 @@ ] }, "speed": { - "abilities": null, - "walk": 30, - "burrow": null, - "swim": null + "walk": 30 }, "support": "The monitor lizard distracts an adjacent opponent with snapping jaws and rapid movements. Until the start of your next turn, if your {@action Strike} damages a foe, any time the foe attempts an action with the {@trait manipulate} trait until the end of your next turn, it must attempt a DC {@flatDC 5} flat check. On a failure, the action is disrupted.", "maneuver": { @@ -1270,7 +1225,6 @@ ] }, "speed": { - "abilities": null, "walk": 15, "fly": 30 }, @@ -1343,7 +1297,6 @@ ] }, "speed": { - "abilities": null, "walk": 25 }, "support": "Your pangolin tears at your enemies with its serrated plates. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your pangolin's reach also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage}. If your pangolin is nimble or savage, the persistent bleed damage increases to {@damage 2d6}.", @@ -1403,10 +1356,7 @@ ] }, "speed": { - "abilities": null, - "walk": 45, - "burrow": null, - "swim": null + "walk": 45 }, "support": "Your drake snorts fire in your foes' faces. Until the start of your next turn, each time you {@action Strike} while riding the drake and hit a creature in the drake's reach, the creature takes {@damage 1d4} fire damage from the drake. If your drake is nimble or savage, the fire damage increases to {@damage 2d4}.", "maneuver": { @@ -1477,10 +1427,7 @@ ] }, "speed": { - "abilities": null, - "walk": 30, - "burrow": null, - "swim": null + "walk": 30 }, "support": "Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your scorpion's reach also deal {@damage 1d6} {@condition persistent damage ||persistent poison damage}. If your scorpion is nimble or savage, the {@condition persistent damage ||persistent poison damage} increases to {@damage 2d6}.", "maneuver": { @@ -1543,7 +1490,6 @@ ] }, "speed": { - "abilities": null, "walk": 30 }, "support": "Your shadow hound shrouds your foes in shadow when you leave an opening. Until the start of your next turn, when you damage a creature with a {@action Strike} and that creature is within reach of your shadow hound, both you and your shadow hound become {@condition concealed} to the creature until the end of your next turn.", @@ -1601,9 +1547,6 @@ ] }, "speed": { - "abilities": null, - "walk": null, - "burrow": null, "swim": 40 }, "support": "When your shark senses blood, it tears into your enemies. Until the start of your next turn, each time you hit a creature in the shark's reach with a {@action Strike} and deal slashing or piercing damage, the creature takes {@damage 1d8} slashing damage from the shark. If your shark is nimble or savage, the slashing damage increases to {@damage 2d8}.", @@ -1667,7 +1610,6 @@ ] }, "speed": { - "abilities": null, "walk": 20, "climb": 20, "swim": 20 @@ -1734,7 +1676,6 @@ ] }, "speed": { - "abilities": null, "walk": 40 }, "support": "Your terror bird screeches at your enemies when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that deal damage to a creature within your terror bird's reach make the target {@condition flat-footed} until the start of your next turn.", @@ -1796,10 +1737,8 @@ ] }, "speed": { - "abilities": null, "walk": 10, - "fly": 45, - "swim": null + "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.", "maneuver": { @@ -1866,10 +1805,7 @@ ] }, "speed": { - "abilities": null, - "walk": 40, - "fly": null, - "swim": null + "walk": 40 }, "support": "Your wolf tears tendons with each opening. Until the start of your next turn, your {@action Strike||Strikes} that damage creatures your wolf threatens give the target a \u20135-foot status penalty to its Speeds for 1 minute (\u201310 on a critical success).", "maneuver": { @@ -3295,10 +3231,7 @@ "one common mortal language the eidolon spoke in life" ], "speed": { - "abilities": null, - "walk": 25, - "burrow": null, - "climb": null + "walk": 25 }, "abilities": [ { @@ -3434,10 +3367,7 @@ "Sylvan" ], "speed": { - "abilities": null, - "walk": 25, - "burrow": null, - "climb": null + "walk": 25 }, "abilities": [ { @@ -3587,10 +3517,7 @@ "one common mortal language" ], "speed": { - "abilities": null, - "walk": 25, - "burrow": null, - "climb": null + "walk": 25 }, "abilities": [ { @@ -3699,10 +3626,7 @@ "{@language Abyssal}" ], "speed": { - "abilities": null, - "walk": 25, - "burrow": null, - "climb": null + "walk": 25 }, "abilities": [ { @@ -3836,10 +3760,7 @@ "one common mortal language the eidolon spoke in life" ], "speed": { - "abilities": null, - "walk": 25, - "burrow": null, - "climb": null + "walk": 25 }, "abilities": [ { @@ -3960,10 +3881,7 @@ "{@language Draconic}" ], "speed": { - "abilities": null, - "walk": 25, - "burrow": null, - "climb": null + "walk": 25 }, "abilities": [ { @@ -4115,10 +4033,7 @@ "{@language Sylvan}" ], "speed": { - "abilities": null, - "walk": 25, - "burrow": null, - "climb": null + "walk": 25 }, "abilities": [ { @@ -4219,10 +4134,7 @@ "{@language Sylvan}" ], "speed": { - "abilities": null, - "walk": 25, - "burrow": null, - "climb": null + "walk": 25 }, "abilities": [ { @@ -4365,10 +4277,7 @@ "{@language Requian}" ], "speed": { - "abilities": null, - "walk": 25, - "burrow": null, - "climb": null + "walk": 25 }, "abilities": [ { diff --git a/data/feats/feats-apg.json b/data/feats/feats-apg.json index 07e36923b6..74edfd7eb0 100644 --- a/data/feats/feats-apg.json +++ b/data/feats/feats-apg.json @@ -1005,7 +1005,7 @@ "Archetype", "Dedication" ], - "prerequisites": "Alchemical {@skill Crafting}; trained in {@skill Crafting}, {@skill Deception}, and {@skill Stealth}", + "prerequisites": "{@feat Alchemical Crafting}; trained in {@skill Crafting}, {@skill Deception}, and {@skill Stealth}", "entries": [ "You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity.", { @@ -1015,7 +1015,7 @@ "number": 3, "unit": "action" }, - "requirements": "Requirements You can see and hear the creature you intend to mark", + "requirements": "You can see and hear the creature you intend to mark", "entries": [ "You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to {@skill Perception} checks to {@action Seek} your mark and on {@skill Deception} checks to {@action Feint} against your mark. Your {@trait agile} and {@trait finesse} weapons and unarmed attacks gain the backstabber and deadly d6 weapon traits when you're attacking your mark.", "If the weapon or unarmed attack already has the {@trait deadly} trait, increase the size of the deadly damage die by one step instead of giving it deadly d6." @@ -1942,6 +1942,7 @@ "traits": [ "Investigator" ], + "add_hash": "Investigator", "prerequisites": "master in {@skill Perception}", "entries": [ "Your battle insights make you more aware of {@condition concealed} and {@condition invisible} opponents. You don't need to succeed at a flat check to target {@condition concealed} creatures. You're not {@condition flat-footed} to creatures that are {@condition hidden} from you (unless you're {@condition flat-footed} to them for reasons other than the {@condition hidden} condition), and you need only a successful DC {@flatDC 5} flat check to target a {@condition hidden} creature.", @@ -7706,7 +7707,7 @@ ], "prerequisites": "{@feat Predictive Purchase|APG}", "entries": [ - "It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use Prescient Planner even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you {@action Interact} to draw the item. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level." + "It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use {@feat Prescient Planner|APG} even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you {@action Interact} to draw the item. In addition, five times per day, you can use {@feat Prescient Planner|APG} to pull out a common consumable item up to 6 levels lower than your level." ] }, { @@ -7721,8 +7722,7 @@ "prerequisites": "{@feat Predictive Purchase|APG}", "entries": [ "Even when impossible, you always have exactly what you need.", - "You can use Prescient Planner even if you have already used it after purchasing goods, and you can {@action Interact} to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.", - "Sorcerer Bloodlines The following new bloodlines are available to sorcerers at 1st level. New bloodline spells begin on page 235." + "You can use {@feat Prescient Planner|APG} even if you have already used it after purchasing goods, and you can {@action Interact} to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use {@feat Prescient Planner|APG} to pull out a common consumable item up to 6 levels lower than your level." ] }, { @@ -8338,7 +8338,7 @@ ], "prerequisites": "{@feat Investigator Dedication|APG}", "entries": [ - "You can recall all sorts of information. You gain the {@feat keen recollection|APG} class feature." + "You can recall all sorts of information. You gain the {@classFeature keen recollection|investigator|apg|3} class feature." ] }, { @@ -10765,10 +10765,10 @@ "name": "Boarding Assault", "activity": { "number": 2, - "unit": "action" + "unit": "a" }, "traits": [ - "flourish" + "Flourish" ], "entries": [ "Either {@action Stride} twice or attempt an {@skill Acrobatics} check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee {@action Strike} that deals one additional weapon damage die." @@ -11118,7 +11118,7 @@ "Investigator" ], "entries": [ - "You have just the thing for the situation. You gain the {@feat Prescient Planner|apg} and {@feat Prescient Consumable|apg} feats. When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute." + "You have just the thing for the situation. You gain the {@feat Prescient Planner|apg} and {@feat Prescient Consumable|apg} feats. When using {@feat Prescient Planner|apg}, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute." ] }, { @@ -11131,7 +11131,7 @@ "Rogue" ], "entries": [ - "You somehow manage to have just the thing for the situation. You gain the {@feat Prescient Planner|apg} and {@feat Prescient Consumable|apg} feats. When using Prescient Planner, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so." + "You somehow manage to have just the thing for the situation. You gain the {@feat Prescient Planner|apg} and {@feat Prescient Consumable|apg} feats. When using {@feat Prescient Planner|apg}, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so." ] }, { @@ -11201,7 +11201,7 @@ "prerequisites": "{@feat Prescient Planner|APG}", "entries": [ "You can predict which consumables you might need in advance.", - "When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you {@condition encumbered}." + "When using {@feat Prescient Planner|apg}, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you {@condition encumbered}." ] }, { @@ -11215,7 +11215,7 @@ "cost": "the Price of the chosen item", "requirements": "You haven't used this ability since the last time you were able to purchase goods.", "entries": [ - "You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased\u2014you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear (from the table on page 288 of the Core Rulebook or other sources of adventuring gear), and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you {@condition encumbered}." + "You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased\u2014you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of {@filter adventuring gear|items||type=|category=!armor;!weapon;adventuring gear|item=!alchemical;!magical}, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you {@condition encumbered}." ], "leadsTo": [ "Prescient Consumable|APG" @@ -12103,7 +12103,7 @@ "prerequisites": "{@feat Medic Dedication|APG}, legendary in {@skill Medicine}", "requirements": "You are holding healer's tools or are wearing them and have a hand free.", "entries": [ - "You can use {@skill Medicine} to resuscitate the dead. Attempt a DC 40 {@skill Medicine} check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of {@ritual raise dead}, except it still has the {@condition wounded} condition it had before {@condition dying}, increased by 1 (or {@condition wounded 1} if it wasn't {@condition wounded} before {@condition dying}). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day." + "You can use {@skill Medicine} to resuscitate the dead. Attempt a DC 40 {@skill Medicine} check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of {@spell raise dead}, except it still has the {@condition wounded} condition it had before {@condition dying}, increased by 1 (or {@condition wounded 1} if it wasn't {@condition wounded} before {@condition dying}). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day." ] }, { diff --git a/data/feats/feats-crb.json b/data/feats/feats-crb.json index 0fc828f0bc..898f4ffc9a 100644 --- a/data/feats/feats-crb.json +++ b/data/feats/feats-crb.json @@ -458,8 +458,7 @@ "page": 145, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 2, "traits": [ @@ -499,6 +498,13 @@ "prerequisites": "trained in {@skill Crafting}", "entries": [ "You can use the {@action Craft} activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book." + ], + "leadsTo": [ + "Assassin Dedication|APG", + "Angel Of Death|APG", + "Assassinate|APG", + "Expert Backstabber|APG", + "Surprise Attack|APG" ] }, { @@ -899,8 +905,7 @@ "add_hash": "Barbarian", "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 6, "traits": [ @@ -919,8 +924,7 @@ "add_hash": "Champion", "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 6, "traits": [ @@ -1632,8 +1636,7 @@ "add_hash": "Sorcerer", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 4, "traits": [ @@ -1666,8 +1669,7 @@ "add_hash": "Wizard", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 4, "traits": [ @@ -2045,8 +2047,7 @@ "page": 145, "activity": { "number": 1, - "unit": "varies", - "entry": "{@as 1}" + "unit": "action" }, "level": 2, "traits": [ @@ -2470,8 +2471,7 @@ "page": 90, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 6, "traits": [ @@ -2578,8 +2578,7 @@ "page": 188, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 16, "traits": [ @@ -2660,8 +2659,7 @@ "page": 78, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 6, "traits": [ @@ -2894,8 +2892,7 @@ "add_hash": "Sorcerer", "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -2920,8 +2917,7 @@ "add_hash": "Wizard", "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -2989,8 +2985,7 @@ "page": 161, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 6, "traits": [ @@ -3181,8 +3176,7 @@ "page": 78, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 6, "traits": [ @@ -3260,8 +3254,7 @@ "page": 187, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 14, "traits": [ @@ -3283,8 +3276,7 @@ "page": 160, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 4, "traits": [ @@ -3334,8 +3326,7 @@ "page": 186, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 8, "traits": [ @@ -3352,8 +3343,7 @@ "page": 152, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 14, "traits": [ @@ -3560,8 +3550,7 @@ "page": 172, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 4, "traits": [ @@ -3728,8 +3717,7 @@ "page": 110, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 2, "traits": [ @@ -3798,8 +3786,7 @@ "page": 123, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 6, "traits": [ @@ -4197,8 +4184,7 @@ "page": 149, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 8, "traits": [ @@ -4337,8 +4323,7 @@ "add_hash": "Bard", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 16, "traits": [ @@ -4356,8 +4341,7 @@ "add_hash": "Druid", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 16, "traits": [ @@ -4375,8 +4359,7 @@ "add_hash": "Sorcerer", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 16, "traits": [ @@ -4394,8 +4377,7 @@ "add_hash": "Wizard", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 16, "traits": [ @@ -5067,8 +5049,7 @@ "page": 80, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 16, "traits": [ @@ -5698,9 +5679,8 @@ "source": "CRB", "page": 91, "activity": { - "number": 1, - "unit": "varies", - "entry": "{@as 2}{@as 2}" + "number": 2, + "unit": "action" }, "level": 10, "traits": [ @@ -5912,8 +5892,7 @@ "page": 48, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -5933,8 +5912,7 @@ "page": 48, "activity": { "number": 1, - "unit": "varies", - "entry": "{@as 1}" + "unit": "action" }, "level": 1, "traits": [ @@ -6216,8 +6194,7 @@ "page": 148, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 6, "traits": [ @@ -6299,8 +6276,7 @@ "page": 52, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 1, "traits": [ @@ -6542,8 +6518,7 @@ "page": 189, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 20, "traits": [ @@ -6802,8 +6777,7 @@ "page": 165, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 20, "traits": [ @@ -7095,8 +7069,7 @@ "page": 57, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 9, "traits": [ @@ -7552,8 +7525,7 @@ "page": 262, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 7, "traits": [ @@ -7730,7 +7702,7 @@ ], "prerequisites": "legendary in {@skill Nature}, {@feat Master Monster Hunter}", "entries": [ - "Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +1 to +2 for you and any allies who benefit." + "Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from {@feat Monster Hunter} (and the bonus from {@feat Monster Warden} if you have it) increases from +1 to +2 for you and any allies who benefit." ] }, { @@ -8287,8 +8259,7 @@ "page": 165, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 16, "traits": [ @@ -8481,8 +8452,7 @@ "page": 79, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 10, "traits": [ @@ -8534,8 +8504,7 @@ "page": 127, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 20, "traits": [ @@ -8556,7 +8525,7 @@ "Sorcerer" ], "entries": [ - "Altering your spells doesn't take any longer than casting them normally. You can use metamagic single actions as free actions.." + "Altering your spells doesn't take any longer than casting them normally. You can use metamagic single actions as free actions." ] }, { @@ -8593,7 +8562,7 @@ "Rogue" ], "entries": [ - "You've dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose {@filter arcane|spells|tradition & spell list=Arcane|Level=0|Rarity=Common}, {@filter divine|spells|tradition & spell list=divine|Level=0|Rarity=Common}, {@filter occult|spells|tradition & spell list=occult|Level=0|Rarity=Common}, or {@filter primal|spells|tradition & spell list=primal|Level=0|Rarity=Common} magic, and gain two cantrips from the common cantrips available to that tradition. Your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition of your chosen cantrips." + "You've dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose {@filter arcane|spells|tradition & spell list=Arcane|spell type=cantrip|Rarity=Common}, {@filter divine|spells|tradition & spell list=divine|spell type=cantrip|Rarity=Common}, {@filter occult|spells|tradition & spell list=occult|spell type=cantrip|Rarity=Common}, or {@filter primal|spells|tradition & spell list=primal|spell type=cantrip|Rarity=Common} magic, and gain two cantrips from the common cantrips available to that tradition. Your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition of your chosen cantrips." ] }, { @@ -8620,8 +8589,7 @@ "page": 151, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 10, "traits": [ @@ -8815,7 +8783,7 @@ ], "entries": [ "You swiftly assess your prey and apply what you know.", - "As part of the action used to Hunt your Prey, you can attempt a check to {@action Recall Knowledge} about your prey.", + "As part of the action used to {@action Hunt Prey||Hunt your Prey}, you can attempt a check to {@action Recall Knowledge} about your prey.", "When you critically succeed at identifying your hunted prey with {@action Recall Knowledge}, you note a weakness in the creature's defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature." ], "leadsTo": [ @@ -9091,8 +9059,7 @@ "page": 183, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -9138,8 +9105,7 @@ "page": 89, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 2, "traits": [ @@ -9207,8 +9173,7 @@ "page": 187, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 8, "traits": [ @@ -9243,8 +9208,7 @@ "page": 59, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -9287,8 +9251,7 @@ "page": 59, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -9507,8 +9470,7 @@ "page": 93, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 18, "traits": [ @@ -10342,8 +10304,7 @@ "add_hash": "Bard", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 10, "traits": [ @@ -10366,8 +10327,7 @@ "add_hash": "Sorcerer", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 10, "traits": [ @@ -10390,8 +10350,7 @@ "add_hash": "Wizard", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 10, "traits": [ @@ -10674,8 +10633,7 @@ "page": 189, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 20, "traits": [ @@ -10696,8 +10654,7 @@ "page": 187, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 12, "traits": [ @@ -10714,8 +10671,7 @@ "page": 185, "activity": { "number": 1, - "unit": "varies", - "entry": "{@as R}" + "unit": "reaction" }, "level": 4, "traits": [ @@ -10732,8 +10688,7 @@ "page": 145, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -10770,8 +10725,7 @@ "add_hash": "Barbarian", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 16, "traits": [ @@ -10789,8 +10743,7 @@ "page": 265, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "featType": { @@ -11145,8 +11098,7 @@ "add_hash": "Ranger", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 4, "traits": [ @@ -11165,8 +11117,7 @@ "add_hash": "Rogue", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 4, "traits": [ @@ -11273,8 +11224,7 @@ "add_hash": "Ranger", "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 14, "traits": [ @@ -11292,8 +11242,7 @@ "add_hash": "Rogue", "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 14, "traits": [ @@ -11443,8 +11392,7 @@ "page": 266, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -11494,8 +11442,7 @@ "page": 113, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 10, "traits": [ @@ -11611,8 +11558,7 @@ "page": 187, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 8, "traits": [ @@ -11820,8 +11766,7 @@ "page": 77, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 2, "traits": [ @@ -12273,8 +12218,7 @@ "add_hash": "Fighter", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 14, "traits": [ @@ -12292,8 +12236,7 @@ "add_hash": "Monk", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 12, "traits": [ @@ -12310,8 +12253,7 @@ "page": 160, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 4, "traits": [ @@ -12421,8 +12363,7 @@ "page": 79, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 8, "traits": [ @@ -12486,8 +12427,7 @@ "page": 136, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 6, "traits": [ @@ -12622,9 +12562,8 @@ "page": 91, "add_hash": "Barbarian", "activity": { - "number": 1, - "unit": "double", - "entry": "{@as 2}" + "number": 2, + "unit": "action" }, "level": 8, "traits": [ @@ -12713,8 +12652,7 @@ "page": 126, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 14, "traits": [ @@ -12735,8 +12673,7 @@ "page": 165, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 18, "traits": [ @@ -12782,9 +12719,8 @@ "page": 89, "add_hash": "Barbarian", "activity": { - "number": 1, - "unit": "varies", - "entry": "{@as 2}{@as 2}" + "number": 2, + "unit": "action" }, "level": 4, "traits": [ @@ -13247,8 +13183,7 @@ "page": 189, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 18, "traits": [ @@ -13369,9 +13304,8 @@ "source": "CRB", "page": 183, "activity": { - "number": 1, - "unit": "varies", - "entry": "{@as 2}" + "number": 2, + "unit": "action" }, "level": 1, "traits": [ @@ -13428,8 +13362,7 @@ "add_hash": "Fighter", "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 10, "traits": [ @@ -13448,8 +13381,7 @@ "add_hash": "Ranger", "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 10, "traits": [ @@ -13853,8 +13785,7 @@ "page": 93, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 14, "traits": [ @@ -13979,9 +13910,8 @@ "source": "CRB", "page": 93, "activity": { - "number": 1, - "unit": "varies", - "entry": "{@as 2}{@as 2}" + "number": 2, + "unit": "action" }, "level": 18, "traits": [ @@ -13998,8 +13928,7 @@ "page": 59, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 5, "traits": [ @@ -14617,8 +14546,7 @@ "page": 90, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 4, "traits": [ @@ -14651,8 +14579,7 @@ "add_hash": "Rogue", "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ diff --git a/data/feats/feats-g&g.json b/data/feats/feats-g&g.json index a0bf2c53fb..ed6777d846 100644 --- a/data/feats/feats-g&g.json +++ b/data/feats/feats-g&g.json @@ -2173,7 +2173,7 @@ "prerequisites": "trained in {@skill Crafting}", "entries": [ "You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck.", - "You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the Alchemical {@skill Crafting} feat, a pool of infused reagents equal to your level, and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You can use your infused reagents only to make fireworks, Launch a Fireworks Display, and use other feats from this archetype (see below). Your advanced alchemy level is 1. The rules for these are in the Alchemical {@skill Crafting} section on page 258 of the Core Rulebook, and rules for infused reagents and advanced alchemy are on page 72. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together.", + "You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the {@feat Alchemical Crafting} feat, a pool of infused reagents equal to your level, and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You can use your infused reagents only to make fireworks, Launch a Fireworks Display, and use other feats from this archetype (see below). Your advanced alchemy level is 1. The rules for these are in the {@feat Alchemical Crafting} section on page 258 of the Core Rulebook, and rules for infused reagents and advanced alchemy are on page 72. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together.", "You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher.", { "type": "ability", diff --git a/data/feats/feats-loag.json b/data/feats/feats-loag.json index 0c6f3625ef..05c88869b2 100644 --- a/data/feats/feats-loag.json +++ b/data/feats/feats-loag.json @@ -71,8 +71,7 @@ "page": 116, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 13, "traits": [ @@ -93,8 +92,7 @@ "page": 98, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 13, "traits": [ @@ -429,8 +427,7 @@ "page": 104, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 17, "traits": [ @@ -599,8 +596,7 @@ "page": 36, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 13, "traits": [ @@ -659,8 +655,7 @@ "page": 36, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 17, "traits": [ @@ -795,8 +790,7 @@ "page": 30, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -839,8 +833,7 @@ "page": 104, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 9, "traits": [ @@ -1161,8 +1154,7 @@ "page": 30, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -1409,8 +1401,7 @@ "page": 112, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 5, "traits": [ @@ -1490,8 +1481,7 @@ "page": 20, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 17, "traits": [ @@ -1705,8 +1695,7 @@ "page": 27, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 5, "traits": [ @@ -2007,8 +1996,7 @@ "page": 126, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 9, "traits": [ @@ -2080,8 +2068,7 @@ "page": 93, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 5, "traits": [ @@ -2239,9 +2226,9 @@ "traits": [ "Ratfolk" ], - "prerequisites": "{@feat Vicious Incisors|APG} (Advanced Player's Guide 22)", + "prerequisites": "{@feat Vicious Incisors|APG}", "entries": [ - "Jin (Lost Omens Legends 46) thwarted a With enough time and determination, you can chew through nearly anything. You deal double your jaws damage to an unattended, inanimate object." + "With enough time and determination, you can chew through nearly anything. You deal double your jaws damage to an unattended, inanimate object." ] }, { @@ -2287,8 +2274,7 @@ "page": 47, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 5, "traits": [ @@ -2310,8 +2296,7 @@ "page": 60, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 13, "traits": [ @@ -2370,8 +2355,7 @@ "page": 11, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 5, "traits": [ @@ -2389,8 +2373,7 @@ "page": 104, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 5, "traits": [ @@ -2458,8 +2441,7 @@ "page": 60, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 17, "traits": [ @@ -2551,8 +2533,7 @@ "page": 78, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 13, "traits": [ @@ -2624,8 +2605,7 @@ "page": 20, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 13, "traits": [ @@ -3093,8 +3073,7 @@ "page": 23, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -3151,8 +3130,7 @@ "page": 52, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 13, "traits": [ @@ -3172,8 +3150,7 @@ "page": 52, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 9, "traits": [ @@ -3207,8 +3184,7 @@ "page": 52, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 5, "traits": [ @@ -3337,8 +3313,7 @@ "page": 24, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 9, "traits": [ @@ -3409,8 +3384,7 @@ "page": 73, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -3696,8 +3670,7 @@ "page": 20, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 9, "traits": [ @@ -3715,8 +3688,7 @@ "page": 78, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 9, "traits": [ @@ -3809,8 +3781,7 @@ "page": 81, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 1, "traits": [ @@ -4000,8 +3971,7 @@ "page": 35, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 5, "traits": [ @@ -4095,8 +4065,7 @@ "page": 74, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 13, "traits": [ @@ -4304,8 +4273,7 @@ "page": 87, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -4686,8 +4654,7 @@ "page": 40, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 9, "traits": [ @@ -5017,8 +4984,7 @@ "page": 138, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 5, "traits": [ @@ -5675,8 +5641,7 @@ "page": 31, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ diff --git a/data/feats/feats-locg.json b/data/feats/feats-locg.json index 078f9b3d82..362884943a 100644 --- a/data/feats/feats-locg.json +++ b/data/feats/feats-locg.json @@ -6,8 +6,7 @@ "page": 114, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 14, "featType": { @@ -156,8 +155,7 @@ "page": 38, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 5, "traits": [ @@ -194,8 +192,7 @@ "page": 20, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -345,8 +342,7 @@ "page": 75, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 8, "featType": { @@ -403,8 +399,7 @@ "page": 101, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 6, "featType": { @@ -526,8 +521,7 @@ "page": 11, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 1, "traits": [ @@ -636,8 +630,7 @@ "page": 115, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 14, "featType": { @@ -900,8 +893,7 @@ "page": 94, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 10, "featType": { @@ -1019,8 +1011,7 @@ "page": 112, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 10, "featType": { @@ -1071,10 +1062,6 @@ "Goblin" ], "prerequisites": "{@ancestry goblin|crb|irongut goblin|irongut} or {@ancestry goblin|crb|razortooth goblin|razortooth} heritage", - "frequency": null, - "trigger": null, - "cost": null, - "requirements": null, "entries": [ "You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon. If you're an {@ancestry goblin|crb|irongut goblin|irongut}, you gain a jaws unarmed attack that deals {@damage 1d4} piercing damage, and if you're a {@ancestry goblin|crb|razortooth goblin|razortooth}, your jaws unarmed attack deals {@damage 1d8} piercing damage and loses the {@trait finesse} trait. Whenever you score a critical hit with your jaws unarmed attack, your target takes 1 {@condition persistent damage||persistent bleed damage} per weapon damage die." ], @@ -1244,16 +1231,11 @@ "name": "Fortuitous Shift", "source": "LOCG", "page": 33, - "activity": null, "level": 9, "traits": [ "Gnome" ], "prerequisites": "{@feat Unexpected Shift|LOCG}", - "frequency": null, - "trigger": null, - "cost": null, - "requirements": null, "entries": [ "You have grown more comfortable with your penchant for supernatural disappearance. The flat check DC of your Fortuitous Shift feat decreases to {@flatDC 11}, and you are no longer {@condition dazzled} if you succeed." ], @@ -1427,7 +1409,7 @@ ], "prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, member of the Magaambya of conversant rank", "entries": [ - "You devote much of your study to halcyon magic. You gain two {@filter common Halcyon cantrips|spells||Level=0|Tradition & Spell List=Halcyon|Rarity=Common} and two {@filter common 1st-level halcyon spells|spells||Tradition & Spell List=Halcyon|Rarity=Common|Level=1} (see Halcyon Spells on page 100). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells." + "You devote much of your study to halcyon magic. You gain two {@filter common Halcyon cantrips|spells||spell type=cantrip|Tradition & Spell List=Halcyon|Rarity=Common} and two {@filter common 1st-level halcyon spells|spells||Tradition & Spell List=Halcyon|Rarity=Common|Level=1} (see Halcyon Spells on page 100). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells." ], "special": "You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype.", "leadsTo": [ @@ -1529,10 +1511,6 @@ "Goblin" ], "prerequisites": "{@ancestry goblin|crb|tailed goblin|tailed} heritage", - "frequency": null, - "trigger": null, - "cost": null, - "requirements": null, "entries": [ "Your tail is much stronger than most, and you can lash out with it with the strength of a whip. You gain a tail unarmed attack that deals {@damage 1d6} bludgeoning damage." ], @@ -1858,8 +1836,7 @@ "page": 33, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 5, "traits": [ @@ -1942,8 +1919,7 @@ "page": 12, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -2050,8 +2026,7 @@ "page": 12, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -2116,8 +2091,7 @@ "page": 54, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -2137,8 +2111,7 @@ "page": 32, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -2301,8 +2274,7 @@ "page": 85, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 8, "featType": { @@ -2432,8 +2404,7 @@ "page": 51, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 9, "traits": [ @@ -2613,8 +2584,7 @@ "page": 112, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 8, "featType": { @@ -2683,8 +2653,7 @@ "page": 39, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 9, "traits": [ @@ -2927,8 +2896,7 @@ "page": 59, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 5, "traits": [ @@ -2977,8 +2945,7 @@ "page": 115, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 12, "featType": { @@ -3357,8 +3324,7 @@ "page": 103, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 10, "featType": { @@ -3394,8 +3360,7 @@ "page": 32, "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "level": 1, "traits": [ @@ -3533,8 +3498,7 @@ "page": 32, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 1, "traits": [ @@ -3704,16 +3668,11 @@ "name": "Wandering Heart", "source": "LOCG", "page": 27, - "activity": null, "level": 13, "traits": [ "Elf" ], "prerequisites": "{@ancestry elf|crb|arctic elf|arctic}, {@ancestry elf|crb|cavern elf|cavern}, {@ancestry elf|crb|desert elf|desert}, {@ancestry elf|crb|woodland elf|woodland}, or any other elf heritage based on adapting to an environment", - "frequency": null, - "trigger": null, - "cost": null, - "requirements": null, "entries": [ "While all elves adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other elves. After spending a week in an environment associated with an elf heritage (such as snow for {@ancestry elf|crb|arctic elf|arctic}, or a forest or jungle for {@ancestry elf|crb|woodland elf|woodland}) your heritage automatically changes to become that heritage. This never causes you to change to an elf heritage that isn't related to an environment, such as {@ancestry elf|crb|ancient elf|ancient}, {@ancestry elf|crb|seer elf|seer}, or {@ancestry elf|crb|whisper elf|whisper}." ], @@ -3725,8 +3684,7 @@ "page": 114, "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "level": 10, "featType": { diff --git a/data/feats/feats-lol.json b/data/feats/feats-lol.json index c8bce6eeb6..c92e26a097 100644 --- a/data/feats/feats-lol.json +++ b/data/feats/feats-lol.json @@ -16,7 +16,7 @@ ], "prerequisites": "{@feat Basic Red Mantis Magic|LOWG}", "entries": [ - "You sense if a creature you have slain in the last year has been restored to life, as long as you and that creature are on the same plane. You also gain the {@spell Achaekek's clutch} focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can {@action Refocus} by praying to {@deity Achaekek|LOGM} or researching your assigned kill." + "You sense if a creature you have slain in the last year has been restored to life, as long as you and that creature are on the same plane. You also gain the {@spell Achaekek's clutch|lol} focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can {@action Refocus} by praying to {@deity Achaekek|LOGM} or researching your assigned kill." ], "leadsTo": [ "Vernai Training|LOL" diff --git a/data/feats/feats-lotgb.json b/data/feats/feats-lotgb.json index bbc02b5828..c2377e7a23 100644 --- a/data/feats/feats-lotgb.json +++ b/data/feats/feats-lotgb.json @@ -88,7 +88,7 @@ "prerequisites": "{@feat Spell Trickster Dedication|LOTGB}, ability to cast {@spell shield}", "entries": [ "When you cast {@spell shield}, you can modify the spell to create a solid barrier you can use for cover, but not for blocking.", - "You can't use the Shield Block reaction when the spell is modified in this way, but you (and only you) can spend an action to {@action Take Cover} to gain standard cover from it." + "You can't use the {@action Shield Block} reaction when the spell is modified in this way, but you (and only you) can spend an action to {@action Take Cover} to gain standard cover from it." ] }, { @@ -961,9 +961,9 @@ "Archetype", "Dedication" ], - "prerequisites": "Able to cast spells; trained in {@skill Arcana}, {@skill Nature},", + "prerequisites": "Able to cast spells; trained in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}", "entries": [ - "{@skill Occultism}, or {@skill Religion} Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you {@action Cast a Spell||Cast the Spell} corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal.", + "Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you {@action Cast a Spell||Cast the Spell} corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal.", "Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite." ], "special": "You can't select another dedication feat until you have gained two other feats from the spell trickster archetype. The two feats you gain from taking the dedication don't count toward this total.", diff --git a/data/feats/feats-som.json b/data/feats/feats-som.json index 056a9e75f5..09eedb4102 100644 --- a/data/feats/feats-som.json +++ b/data/feats/feats-som.json @@ -953,7 +953,7 @@ "traits": [ "Archetype" ], - "prerequisites": "{@feat Elementalist Dedication|SoM}, {@feat Familiar|SoM}", + "prerequisites": "{@feat Elementalist Dedication|SoM}, Familiar", "entries": [ "Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water.", "Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars.", @@ -1265,14 +1265,12 @@ "source": "SoM", "page": 42, "level": 1, + "add_hash": "Magus", "traits": [ "Magus" ], "entries": [ "You make a pact with a creature that helps you with your martial endeavors and assists your spellcasting. You gain a {@filter familiar|companionsfamiliars||Type=Familiar}." - ], - "leadsTo": [ - "Elemental Familiar|SoM" ] }, { diff --git a/data/fluff-organizations.json b/data/fluff-organizations.json index 352e967963..fc640c3ff0 100644 --- a/data/fluff-organizations.json +++ b/data/fluff-organizations.json @@ -96,80 +96,60 @@ "type": "pf2-h2", "name": "Firebrand Options", "source": "LOCG", + "collapsible": true, "page": 71, "entries": [ "The Firebrands use a variety of unorthodox equipment and techniques to achieve their goals, whether those goals include drawing attention, or subterfuge and subtlety. The following Firebrand options are uncommon, and members of the Firebrands gain access to them once they reach the rank of second mark. The Entourage feat is rare even for members of the Firebrands, as it requires a certain degree of fame and in-world activity to acquire, and potentially requires the player or GM to keep track of additional background NPCs. Typically, only third mark and fourth mark Firebrands have the notoriety and social influence required to maintain an entourage. While Firebrands seek to build an entourage more than most adventurers, it's not unreasonable for any famous character to gain access to it if the players are interested in playing with the {@feat Entourage|LOCG} feat.", { "type": "pf2-h3", "name": "Firebrands Feats", - "collapsible": true, "source": "LOCG", "page": 71, "entries": [ "The following feats allow Firebrands to easily hide among a populace or gather crowds around them.", { - "type": "statblock", - "tag": "feat", - "name": "Backup Disguise", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "Sow Rumor", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "Entourage", - "source": "LOCG" + "type": "list", + "columns": 3, + "items": [ + "{@feat Backup Disguise|LOCG}", + "{@feat Sow Rumor|LOCG}", + "{@feat Entourage|LOCG}" + ] } ] }, { "type": "pf2-h3", "name": "Firebrand Items", - "collapsible": true, "source": "LOCG", "page": 72, "entries": [ "The following are some of the items that Firebrands use to either gain extra attention or escape prying eyes.", { - "type": "statblock", - "tag": "item", - "name": "Cloak of Repute", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "Insistent Door Knocker", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "Snapleaf", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "Unmemorable Mantle", - "source": "LOCG" + "type": "list", + "columns": 3, + "items": [ + "{@item Cloak of Repute|LOCG}", + "{@item Insistent Door Knocker|LOCG}", + "{@item Snapleaf|LOCG}", + "{@item Unmemorable Mantle|LOCG}" + ] } ] }, { "type": "pf2-h3", "name": "Firebrand Archetype", - "collapsible": true, "source": "LOCG", "page": 72, "entries": [ "The following archetype is available to prominent members of the Firebrands.", - "{@note You can see the {@archetype Firebrand Braggart|LOCG} archetype on the {@pf2etools archetypes|archetypes.html} page.}" + { + "type": "list", + "items": [ + "{@archetype Firebrand Braggart|LOCG}" + ] + } ] } ] @@ -418,16 +398,12 @@ "entries": [ "Hellknights employ a variety of equipment in their inquisitions. These include unique weapons that are a trademark for specific orders and the iconic Hellknight armor, Hellknight plate.", { - "type": "statblock", - "tag": "item", - "name": "Hellknight Plate", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "Scourge", - "source": "LOCG" + "type": "list", + "columns": 2, + "items": [ + "{@item Hellknight Plate|LOCG}", + "{@item Scourge|LOCG}" + ] } ] }, @@ -440,22 +416,13 @@ "entries": [ "The following archetype feats for the {@archetype Hellknight armiger|lowg} archetype are available to all Hellknight armigers and also to characters with the {@archetype Hellknight|locg} and {@archetype Hellknight signifer|locg} archetypes.", { - "type": "statblock", - "tag": "feat", - "name": "Order Training", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "Advanced Order Training", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "Hellknight Order Cross-Training", - "source": "LOCG" + "type": "list", + "columns": 2, + "items": [ + "{@feat Order Training|LOCG}", + "{@feat Advanced Order Training|LOCG}", + "{@feat Hellknight Order Cross-Training|LOCG}" + ] } ] }, @@ -762,7 +729,14 @@ "page": 84, "entries": [ "The following archetypes represent fully inducted members of a Hellknight order. You can select the dedication feats for these archetypes even if you haven't yet gained three feats from the {@archetype Hellknight armiger|lowg} archetype. A character can't have both the {@archetype Hellknight|locg} and {@archetype Hellknight signifer|locg} archetypes.", - "{@note You can see the {@archetype Hellknight|LOCG} and {@archetype Hellknight Signifer|LOCG} archetypes on the {@pf2etools archetypes|archetypes.html} page.}" + { + "type": "list", + "columns": 2, + "items": [ + "{@archetype Hellknight|LOCG}", + "{@archetype Hellknight Signifer|LOCG}" + ] + } ] } ] @@ -879,34 +853,15 @@ "entries": [ "The following class feats are available to Knights of Lastwall. Those with the {@trait champion} trait are {@class champion} class feats. Those with both the {@trait champion} and {@trait fighter} traits are both {@class champion} class feats and {@class fighter} class feats; when you take one of these feats, it loses the trait that doesn't apply to your class.", { - "type": "statblock", - "tag": "feat", - "name": "EVERSTAND STANCE", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "EVERSTAND STRIKE", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "LIGHT OF REVELATION", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "SUN BLADE", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "IMPASSABLE WALL STANCE", - "source": "LOCG" + "type": "list", + "columns": 3, + "items": [ + "{@feat Everstand Stance|LOCG}", + "{@feat Everstand Strike|LOCG}", + "{@feat Light Of Revelation|LOCG}", + "{@feat Sun Blade|LOCG}", + "{@feat Impassable Wall Stance|LOCG}" + ] } ] }, @@ -919,22 +874,13 @@ "entries": [ "The Knights of Lastwall use powerful magic in their efforts to fight wickedness. The {@spell invoke the Crimson Oath|locg} focus spell is unique to the {@archetype knight reclaimant|locg} archetype.", { - "type": "statblock", - "tag": "spell", - "name": "INVOKE THE CRIMSON OATH", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "LIGHT OF REVELATION", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "SUN BLADE", - "source": "LOCG" + "type": "list", + "columns": 3, + "items": [ + "{@spell Light Of Revelation|LOCG}", + "{@spell Sun Blade|LOCG}", + "{@spell Invoke The Crimson Oath|LOCG}" + ] } ] }, @@ -947,52 +893,18 @@ "entries": [ "The following equipment is available to Knights of Lastwall. The fauchard and armored skirt are common items.", { - "type": "statblock", - "tag": "item", - "name": "ARMORED SKIRT", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "CRIMSON BRAND", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "FAUCHARD", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "LASTWALL SOUP", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "RADIANT LANCE", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "SINISTER KNIGHT", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "SERRATING", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "GLORIOUS PLATE", - "source": "LOCG" + "type": "list", + "columns": 4, + "items": [ + "{@item Armored Skirt|LOCG}", + "{@item Crimson Brand|LOCG}", + "{@item Fauchard|LOCG}", + "{@item Lastwall Soup|LOCG}", + "{@item Radiant Lance|LOCG}", + "{@item Sinister Knight|LOCG}", + "{@item Serrating|LOCG}", + "{@item Glorious Plate|LOCG}" + ] } ] }, @@ -1004,7 +916,14 @@ "page": 93, "entries": [ "The following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the {@archetype Lastwall sentry|lowg} archetype can select one of these dedications even without gaining three feats from the {@archetype Lastwall sentry|lowg} archetype, and each of these archetypes' feats fulfills the {@feat Lastwall Sentry Dedication|lowg}'s special requirement despite not being from the {@archetype Lastwall sentry|lowg} archetype.", - "{@note You can see the {@archetype Knight Vigilant|LOCG} and {@archetype Knight Reclaimant|LOCG} archetypes on the {@pf2etools archetypes|archetypes.html} page.}" + { + "type": "list", + "columns": 2, + "items": [ + "{@archetype Knight Vigilant|LOCG}", + "{@archetype Knight Reclaimant|LOCG}" + ] + } ] } ] @@ -1123,10 +1042,10 @@ "entries": [ "The following magic item is uncommon, but characters who are Magaambyans of at least attendant rank have access to it. PCs who start a game as members of the Magaambya typically begin at attendant rank.", { - "type": "statblock", - "tag": "item", - "name": "SCROLLSTAFF", - "source": "LOCG" + "type": "list", + "items": [ + "{@item Scrollstaff|LOCG}" + ] } ] }, @@ -1149,7 +1068,14 @@ "page": 101, "entries": [ "The following archetypes represent many Magaambyans. These archetypes are uncommon, but characters who are Magaambyans of at least attendant rank have access to them. PCs who start off a campaign as members of the Magaambya typically begin at attendant rank and thus have access to these archetypes.", - "{@note You can see the {@archetype Magaambyan Attendant|LOCG} and {@archetype Halcyon Speaker|LOCG} archetypes on the {@pf2etools archetypes|archetypes.html} page.}" + { + "type": "list", + "columns": 2, + "items": [ + "{@archetype Magaambyan Attendant|LOCG}", + "{@archetype Halcyon Speaker|LOCG}" + ] + } ] } ] @@ -1285,10 +1211,10 @@ "entries": [ "Many Pathfinders collect volumes of the Pathfinder Chronicles.", { - "type": "statblock", - "tag": "item", - "name": "PATHFINDER CHRONICLE", - "source": "LOCG" + "type": "list", + "items": [ + "{@item Pathfinder Chronicle|LOCG}" + ] } ] }, @@ -1301,46 +1227,17 @@ "entries": [ "The following magic items are used by Pathfinders in their endeavors.", { - "type": "statblock", - "tag": "item", - "name": "BI-RESONANT WAYFINDER", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "FORTIFYING PEBBLE", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "PATHFINDER'S COIN", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "PATHFINDER'S POUCH", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "Scroll Case Of Simplicity", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "SHINING WAYFINDER", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "item", - "name": "VANISHING WAYFINDER", - "source": "LOCG" + "type": "list", + "columns": 3, + "items": [ + "{@item Bi-Resonant Wayfinder|LOCG}", + "{@item Fortifying Pebble|LOCG}", + "{@item Pathfinder's Coin|LOCG}", + "{@item Pathfinder's Pouch|LOCG}", + "{@item Scroll Case Of Simplicity|LOCG}", + "{@item Shining Wayfinder|LOCG}", + "{@item Vanishing Wayfinder|LOCG}" + ] } ] }, @@ -1353,28 +1250,14 @@ "entries": [ "The following archetype feats are available to characters with the {@archetype Pathfinder agent|lowg} archetype.", { - "type": "statblock", - "tag": "feat", - "name": "FORCED ENTRY", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "RECOGNIZE THREAT", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "EVERYONE DUCK!", - "source": "LOCG" - }, - { - "type": "statblock", - "tag": "feat", - "name": "EDUCATED ASSESSMENT", - "source": "LOCG" + "type": "list", + "columns": 4, + "items": [ + "{@feat Forced Entry|LOCG}", + "{@feat Recognize Threat|LOCG}", + "{@feat Everyone Duck!|LOCG}", + "{@feat Educated Assessment|LOCG}" + ] } ] }, @@ -1386,7 +1269,15 @@ "page": 112, "entries": [ "The following archetypes are uncommon, but are available to members of the Pathfinder Society (see page 65 for more information). Qualifying characters with the {@archetype Pathfinder agent|lowg} archetype can select one of these dedication feats even if they have not gained three feats from the {@archetype Pathfinder agent|lowg} archetype, and each of these archetypes' feats fulfills the {@feat Pathfinder Agent Dedication|lowg}'s special requirement despite not being from the {@archetype Pathfinder agent|lowg} archetype.", - "{@note You can see the {@archetype Scrollmaster|LOCG}, {@archetype Spellmaster|LOCG}, and {@archetype Swordmaster|LOCG} archetypes on the {@pf2etools archetypes|archetypes.html} page.}" + { + "type": "list", + "columns": 3, + "items": [ + "{@archetype Scrollmaster|LOCG}", + "{@archetype Spellmaster|LOCG}", + "{@archetype Swordmaster|LOCG}" + ] + } ] } ] diff --git a/data/generated/bookref-gmscreen-index.json b/data/generated/bookref-gmscreen-index.json index 4fc905913b..ae35aade7a 100644 --- a/data/generated/bookref-gmscreen-index.json +++ b/data/generated/bookref-gmscreen-index.json @@ -1 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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","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Scrolls","Services","Shields","Shoddy Items","Weapons"]},{"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","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"]}]},"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 minion trait, 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)."],"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."],"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} and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"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."],"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 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, or master if it's nimble."],"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 deny advantage 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, or master if it's nimble."],"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"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"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 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 1–1:","Ability Modifiers to determine its ability modifier.",{"type":"tbl","page":20,"name":"TABLE 1–1: ABILITY MODIFIERS","entries":[{"type":"tbl","page":20,"table_head":"Ability Score Modifier Ability Score Modifier","entries":["1–5 14–15 +2 2–3–4 16–17 +3 4–5–3 18–19 +4 6–7 –2 20 –21 +5 8–9–1 22 –23 +6 10–11 +0 24 –25 +7 12–13 +1 etc..."],"source":"CRB"}],"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 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 Strikes and Ranged 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 Strikes and ranged 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 Strikes and Dexterity for ranged 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 Strikes and ranged 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-title","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. Spectacles or {@filter other corrective devices|items||Subcategory=Vision} might reduce or remove this.",{"type":"pf2-title","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-title","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 Interact with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a prosthetic hand or arm 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 wheelchair, a dependable mount, or levitation or flight magic.",{"type":"pf2-title","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":"statblock","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":"statblock","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":"statblock","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.",{"name":"Animals","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center"],"rows":[["Animal","Rental Price* (per day)","Purchase Price"],{"type":"multiRow","rows":[["Dog","",""],["{@indentFirst Guard dog}","1 cp per day","2 sp"],["{@indentFirst Riding dog}","6 cp per day","4 gp"]]},{"type":"multiRow","rows":[["Horse","",""],["{@indentFirst Riding horse}","1 sp per day","8 gp"],["{@indentFirst Warhorse}","1 gp per day","30 gp (level 2)"],["{@indentFirst Pack animal}","2 cp per day","2 gp"]]},{"type":"multiRow","rows":[["Pony","",""],["{@indentFirst Riding pony}","8 cp per day","7 gp"],["{@indentFirst Warpony}","8 sp per day","24 gp (level 2)"]]}],"footnotes":["* Might require a deposit equal to the purchase Price."]},{"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.",{"name":"Barding","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"colSizes":[2,1,1,1,1,1,1,1],"labelRowIdx":[0,3],"rows":[["Light Barding","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Bulk","Strength"],["Small or Medium","10 gp","+1","+5","–1","–5 ft.","2","+3"],["Large","20 gp","+1","+5","–1","–5 ft.","4","+3"],["Heavy Barding","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Bulk","Strength"],["Small or Medium (level 2)","25 gp","+3","+3","–3","–10 ft.","4","+5"],["Large (level 3)","50 gp","+3","+3","–3","–10 ft.","8","+5"]]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"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 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 Comfort:} The armor is so comfortable that you can rest normally while wearing it.","{@b 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 Noisy:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity (page 479).",{"type":"tbl","page":275,"name":"TABLE 6–3: UNARMORED DEFENSE","entries":[{"type":"tbl","page":275,"table_head":"Unarmored Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Armor Traits","entries":["No armor—+0—————Explorer's clothing 1 sp +0 +5——L Comfort"],"source":"CRB"}],"source":"CRB"},{"type":"tbl","page":275,"name":"TABLE 6–4: ARMOR","entries":[{"type":"tbl","page":275,"table_head":"Light Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Padded armor 2 sp +1 +3——10 L—Comfort Leather 2 gp +1 +4–1—10 1——Studded leather 3 gp +2 +3–1—12 1——Chain shirt 5 gp +2 +3–1—12 1—Flexible, Noisy"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Medium Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Hide 2 gp +3 +2 –2–5 ft. 14 2 Leather—Scale mail 4 gp +3 +2 –2–5 ft. 14 2 Composite—Chain mail 6 gp +4 +1 –2–5 ft. 16 2 Chain Flexible, noisy Breastplate 8 gp +4 +1 –2–5 ft. 16 2 Plate—"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Heavy Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Splint mail (level 1) 13 gp +5 +1–3–10 ft. 16 3 Composite—Half plate (level 1) 18 gp +5 +1–3–10 ft. 16 3 Plate—Full plate (level 2) 30 gp +6 +0–3–10 ft. 18 4 Plate Bulwark"],"source":"CRB"}],"source":"CRB"}],"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 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 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 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 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"},{"name":"Unarmored Defense","type":"table","source":"CRB","page":275,"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Unarmored","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","","Bulk","Group","Armor Traits"],["No armor","—","+0","—","—","—","","—","—","—"],["Explorer's clothing","1 sp","+0","+5","—","—","","L","Cloth","Comfort"]]},{"name":"Armor","type":"table","source":"CRB","page":275,"labelRowIdx":[0,5,10],"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Light Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Padded Armor}","2 sp","+1","+3","—","—","10","L","Cloth","{@trait Comfort}"],["{@item Leather}","2 gp","+1","+4","-1","—","10","1","Leather","—"],["{@item Studded Leather}","3 gp","+2","+3","-1","—","12","1","Leather","—"],["{@item Chain shirt}","5 gp","+2","+3","-1","—","12","1","Chain","{@trait Flexible}, {@trait Noisy}"],["Medium Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Hide}","2 gp","+3","+2","–2","–5 ft.","14","2","Leather","—"],["{@item Scale mail}","4 gp","+3","+2","–2","–5 ft.","14","2","Composite","—"],["{@item Chain mail}","6 gp","+4","+1","–2","–5 ft.","16","2","Chain","{@trait Flexible}, {@trait Noisy}"],["{@item Breastplate}","8 gp","+4","+1","-2","-5 ft.","16","2","Plate","—"],["Heavy Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Splint mail} (level 1)","13 gp","+5","+1","-3","-10 ft.","16","3","Composite","—"],["{@item Half plate} (level 1)","18 gp","+5","+1","-3","-10 ft.","16","3","Plate","—"],["{@item Full plate} (level 2)","30 gp","+6","+0","-3","-10 ft.","18","4","Plate","{@trait Bulwark}"]]},{"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 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 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 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 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 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 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 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 Leather:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b 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 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 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 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.",{"name":"Damaging Armor","type":"table","source":"CRB","page":276,"labelRowIdx":[0],"colSizes":[3,1,1,1],"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Material","Hardness","HP","BT"],["Cloth ({@item explorer's clothing}, {@item padded armor})","1","4","2"],["Leather ({@item hide}, {@item leather}, {@item studded leather})","4","16","8"],["Metal ({@item breastplate}, {@item chain mail}, {@item chain shirt}, {@item full plate}, {@item half plate}, {@item scale mail}, {@item splint mail})","9","36","18"]],"intro":["Your armor's statistics are based on the material it's predominantly made from. It's not likely your armor will take damage, as explained in Item Damage on page 272."]}],"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"}],"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","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.",{"name":"Formulas","type":"table","source":"CRB","page":293,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["Item Level","Formula Price","Item Level","Formula Price"],["0*","5 sp","11","70 gp"],["1","1 gp","12","100 gp"],["2","2 gp","13","150 gp"],["3","3 gp","14","225 gp"],["4","5 gp","15","325 gp"],["5","8 gp","16","500 gp"],["6","13 gp","17","750 gp"],["7","18 gp","18","1,200 gp"],["8","25 gp","19","2,000 gp"],["9","35 gp","20","3,500 gp"],["10","50 gp","",""]],"footnotes":["* Formulas for all 0-level common items from this chapter can be purchased collectively in a {@item basic crafter's book}."]},{"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":"statblock","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 on page 577.",{"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 {@condition 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 {@condition 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"},{"name":"Changing Equipment","type":"table","source":"CRB","page":274,"colSizes":[3,1,1],"colStyles":["text-left","text-center","text-center"],"rows":[["Change","Hands","Action"],["Draw or put away a worn item, or pick up an item{@sup 1}","1 or 2","{@action Interact}"],["Pass an item to or take an item from a willing creature{@sup 2}","1 or 2","{@action Interact}"],["Drop an item to the ground","1 or 2","{@action Release}"],["Detach a shield or item strapped to you","1","{@action Interact}"],["Change your grip by removing a hand from an item","2","{@action Release}"],["Change your grip by adding a hand to an item","2","{@action Interact}"],["Retrieve an item from a backpack{@sup 3}, sack, or similar container","2","{@action Interact}"]],"footnotes":["{@sup 1} If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it.","{@sup 2} A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use.","{@sup 3} Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate {@action Interact} action."]}],"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.",{"name":"Bulk conversions","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Creature Size","Bulk Limit","Treats as Light","Treats as Negligible"],["Tiny","Half","—","none"],["Small or Med.","Standard","L","—"],["Large","×2","1 Bulk","L"],["Huge","×4","2 Bulk","1 Bulk"],["Gargantuan","×8","4 Bulk","2 Bulk"]]}],"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.",{"name":"Differently Sized Items","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Creature Size","Prize","Buk","Light Becomes","Negligible Becomes"],["Tiny","Standard","Half*","—","—"],["Small or Med.","Standard","Standard","L","—"],["Large","×2","×2","1 Bulk","L"],["Huge","×4","×4","2 Bulk","1 Bulk"],["Gargantuan","×8","×8","4 Bulk","2 Bulk"]],"footnotes":["* An item that would have its Bulk reduced below 1 has light Bulk."]},"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"},{"name":"Coin Values","type":"table","source":"CRB","page":271,"labelRowIdx":[0],"colSizes":[2,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Coins","CP","SP","GP","PP"],["Copper piece (cp)","1","1/10","1/100","1/1,000"],["Silver piece (sp)","10","1","1/10","1/100"],["Gold piece (gp)","100","10","1","1/10"],["Platinum piece (pp)","1,000","100","10","1"]]}],"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":"{@action Cast a Spell||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"},{"name":"Scroll Statistics","type":"table","source":"CRB","page":565,"colStyles":["text-center","text-center","text-center"],"rows":[["Spell Level","Item Level","Scroll Price"],["1","1","4 gp"],["2","3","12 gp"],["3","5","30 gp"],["4","7","70 gp"],["5","9","150 gp"],["6","11","300 gp"],["7","13","600 gp"],["8","15","1,300 gp"],["9","17","3,000 gp"],["10","19","8,000 gp"]]},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to Craft a scroll is much like that to 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. 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 Craft a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell.","Like other 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."],"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.",{"name":"Basic Services and Consumables","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],{"type":"multiRow","rows":[["Beverages","","",""],["{@indentFirst Mug of ale}","1 cp","L","1"],["{@indentFirst Keg of ale}","2 sp","2","2"],["{@indentFirst Pot of coffee or tea}","2 cp","L","1"],["{@indentFirst Bottle of wine}","1 sp","L","1"],["{@indentFirst Bottle of fine wine}","1 gp","L","1"]]},{"type":"multiRow","rows":[["Hireling (1 day)","","",""],["{@indentFirst Unskilled}","1 sp","",""],["{@indentFirst Skilled}","5 sp","",""]]},{"type":"multiRow","rows":[["Lodging (1 day)","","",""],["{@indentFirst Floor space}","3 cp","",""],["{@indentFirst Bed (for 1)}","1 sp","",""],["{@indentFirst Private room (for 2)}","8 sp","",""],["{@indentFirst Extravagant suite (for 6)}","10 gp","",""]]},{"type":"multiRow","rows":[["Meals","","",""],["{@indentFirst Poor meal}","1 cp","L","2"],["{@indentFirst Square meal}","3 cp","L","2"],["{@indentFirst Fine dining}","1 gp","L","2"]]},["Stabling (1 day)","2 cp","",""],["Toll","at least 1 cp","",""],{"type":"multiRow","rows":[["Transportation (per 5 miles)","","",""],["{@indentFirst Caravan}","3 cp","",""],["{@indentFirst Carriage}","2 sp","",""],["{@indentFirst Ferry or riverboat}","4 cp","",""],["{@indentFirst Sailing ship}","6 cp","",""]]}]},{"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.",{"name":"Spellcasting Services","type":"table","source":"CRB","page":294,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["Spell Level","Price*","Spell Level","Price*"],["1st","3 gp","6th","160 gp"],["2nd","7 gp","7th","360 gp"],["3rd","18 gp","8th","720 gp"],["4th","40 gp","9th","1,800 gp"],["5th","80 gp","",""]],"footnotes":["* Plus any cost required to cast the specific spell."]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"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 Raise a Shield. A buckler, however, doesn't take up your hand, so you can Raise a Shield with a 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 Raise a Shield if that hand is no longer free.","When you have a tower shield raised, you can use the Take Cover action (page 471) to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can 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 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"},{"name":"Shields","type":"table","source":"CRB","page":277,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Shield","Price","AC Bonus{@sup 1}","Speed Penalty","Bulk","Hardness","HP (BT)"],["{@item Buckler}","1 gp","+1","—","L","3","6 (3)"],["{@item Wooden shield}","1 gp","+2","—","1","3","12 (6)"],["{@item Steel shield}","2 gp","+2","—","1","5","20 (10)"],["{@item Tower shield}","10 gp","+2/+4{@sup 2}","–5 ft.","4","5","20 (10)"]],"footnotes":["{@sup 1} Gaining a shield's circumstance bonus to AC requires using the {@action Raise a Shield} action (found on page 472).","{@sup 2} Getting the higher bonus for a tower shield requires using the {@action Take Cover} action (page 471) while the shield is raised."]}],"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 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 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 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 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":278,"name":"Weapons","entries":[{"type":"pf2-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"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 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 (page 282) 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 double damage (page 451). 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"},{"name":"Unarmed Attacks","type":"table","source":"CRB","page":280,"minimizeTo":[0],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Unarmed Attack","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["Fist","—","{@dice 1d4} B","—","1","Brawling","{@trait Agile}, {@trait finesse}, {@trait nonlethal}, {@trait unarmed}"]]},{"name":"Melee Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,12,15,50,64],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Club}","0","{@dice 1d6} B","1","1","Club","{@trait Thrown} 10 ft."],["{@item Dagger}","2 sp","{@dice 1d4} P","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait thrown} 10 ft., {@trait versatile} S"],["{@item Gauntlet}","2sp","{@dice 1d4} B","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Light mace}","4 sp","{@dice 1d4} B","L","1","Club","{@trait Agile}, {@trait finesse}, {@trait shove}"],["{@item Longspear}","5 sp","{@dice 1d8} P","2","2","Spear","{@trait Reach}"],["{@item Mace}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Shove}"],["{@item Morningstar}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Versatile} P"],["{@item Sickle}","2 sp","{@dice 1d4} S","L","1","Knife","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Spear}","1 sp","{@dice 1d6} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item Spiked gauntlet}","3 sp","{@dice 1d4} P","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Staff}","0","{@dice 1d4} B","1","1","Club","{@trait Two-hand} d8"],["Uncommon Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Clan dagger}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait dwarf}, {@trait parry}, {@trait versatile} B"],["{@item Katar}","3 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait monk}"],["Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Bastard sword}","4 gp","{@dice 1d8} S","1","1","Sword","{@trait Two-hand} d12"],["{@item Battle axe}","1 gp","{@dice 1d8} S","1","1","Axe","{@trait Sweep}"],["{@item Bo staff}","2 sp","{@dice 1d8} B","2","2","Club","{@trait Monk}, {@trait parry}, {@trait reach}, {@trait trip}"],["{@item Falchion}","3 gp","{@dice 1d10} S","2","2","Sword","{@trait Forceful}, {@trait sweep}"],["{@item Flail}","8 sp","{@dice 1d6} B","1","1","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Glaive}","1 gp","{@dice 1d8} S","2","2","Polearm","{@trait Deadly} d8, {@trait forceful}, {@trait reach}"],["{@item Greataxe}","2 gp","{@dice 1d12} S","2","2","Axe","{@trait Sweep}"],["{@item Greatclub}","1 gp","{@dice 1d10} B","2","2","Club","{@trait Backswing}, {@trait shove}"],["{@item Greatpick}","1 gp","{@dice 1d10} P","2","2","Pick","{@trait Fatal} d12"],["{@item Greatsword}","2 gp","{@dice 1d12} S","2","2","Sword","{@trait Versatile} P"],["{@item Guisarme}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Reach}, {@trait trip}"],["{@item Halberd}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Reach}, {@trait versatile} S"],["{@item Hatchet}","4 sp","{@dice 1d6} S","L","1","Axe","{@trait Agile}, {@trait sweep}, {@trait thrown} 10 ft."],["{@item Lance}","1 gp","{@dice 1d8} P","2","2","Spear","{@trait Deadly} d8, {@trait jousting} d6, {@trait reach}"],["{@item Light hammer}","3 sp","{@dice 1d6} B","L","1","Hammer","{@trait Agile}, {@trait thrown} 20 ft."],["{@item Light pick}","4 sp","{@dice 1d4} P","L","1","Pick","{@trait Agile}, {@trait fatal} d8"],["{@item Longsword}","1 gp","{@dice 1d8} S","1","1","Sword","{@trait Versatile} P"],["{@item Main-gauche}","5 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait parry}, {@trait versatile} S"],["{@item Maul}","3 gp","{@dice 1d12} B","2","2","Hammer","{@trait Shove}"],["{@item Pick}","7 sp","{@dice 1d6} P","1","1","Pick","{@trait Fatal} d10"],["{@item Ranseur}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Disarm}, {@trait reach}"],["{@item Rapier}","2 gp","{@dice 1d6} P","1","1","Sword","{@trait Deadly} d8, {@trait disarm}, {@trait finesse}"],["{@item Sap}","1 sp","{@dice 1d6} B","L","1","Club","{@trait Agile}, {@trait nonlethal}"],["{@item Scimitar}","1 gp","{@dice 1d6} S","1","1","Sword","{@trait Forceful}, {@trait sweep"],["{@item Scythe}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Deadly} d10, {@trait trip}"],["{@item Shield bash}","—","{@dice 1d4} B","—","1","Shield","—"],["{@item Shield boss}","5 sp","{@dice 1d6} B","—","1","Shield","Attached to shield"],["{@item Shield spikes}","5 sp","{@dice 1d6} P","—","1","Shield","Attached to shield"],["{@item Shortsword}","9 sp","{@dice 1d6} P","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait versatile} S"],["{@item Starknife}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait finesse}, {@trait thrown} 20 ft., {@trait versatile} S"],["{@item Trident}","1 gp","{@dice 1d8} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item War flail}","2 gp","{@dice 1d10} B","2","2","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Warhammer}","1 gp","{@dice 1d8} B","1","1","Hammer","{@trait Shove}"],["{@item Whip}","1 sp","{@dice 1d4} S","1","1","Flail","{@trait Disarm}, {@trait finesse}, {@trait nonlethal}, {@trait reach}, {@trait trip}"],["Uncommon Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dogslicer}","1 sp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait backstabber}, {@trait finesse}, {@trait goblin}"],["{@item Elven Curce blade}","4 gp","{@dice 1d8} S","2","2","Sword","{@trait Elf}, {@trait finesse}, {@trait forceful}"],["{@item Filcher's fork}","1 gp","{@dice 1d4} P","L","1","Spear","{@trait Agile}, {@trait backstabber}, {@trait deadly} d6, {@trait finesse}, {@trait halfling}, {@trait thrown} 20 ft."],["{@item Gnome hooked hammer}","2 gp","{@dice 1d6} B","1","1","Hammer","{@trait Gnome}, {@trait trip}, {@trait two-hand} d10, {@trait versatile} P"],["{@item Horsechopper}","9 sp","{@dice 1d8} S","2","2","Polearm","{@trait Goblin}, {@trait reach}, {@trait trip}, {@trait versatile} P"],["{@item Kama}","1 gp","{@dice 1d6} S","L","1","Knife","{@trait Agile}, {@trait monk}, {@trait trip}"],["{@item Katana}","2 gp","{@dice 1d6} S","1","1","Sword","{@trait Deadly} d8, {@trait two-hand} d10, {@trait versatile} P"],["{@item Kukri}","6 sp","{@dice 1d6} S","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Nunchaku}","2 sp","{@dice 1d6} B","L","1","Club","{@trait Backswing}, {@trait disarm}, {@trait finesse}, {@trait monk}"],["{@item Orc knuckle dagger}","7 sp","{@dice 1d6} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait orc}"],["{@item Sai}","6 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait monk}, {@trait versatile} B"],["{@item Spiked chain}","3 gp","{@dice 1d8} S","1","2","Flail","{@trait Disarm}, {@trait finesse}, {@trait trip}"],["{@item Temple sword}","2 gp","{@dice 1d8} S","1","1","Sword","{@trait Monk}, {@trait trip}"],["Uncommon Advanced Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dwarven waraxe}","3 gp","{@dice 1d8} S","2","1","Axe","{@trait Dwarf}, {@trait sweep}, {@trait two-hand} d12"],["{@item Gnome flickmace}","3 gp","{@dice 1d8} B","2","1","Flail","{@trait Gnome}, {@trait reach}"],["{@item Orc necksplitter}","2 gp","{@dice 1d8} S","1","1","Axe","{@trait Forceful}, {@trait orc}, {@trait sweep}"],["{@item Sawtooth saber}","5 gp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait twin}"]]},{"name":"Ranged Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,7,13],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-center","text-center","text-left"],"colSizes":[2,1,1,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Blowgun}","1 sp","1 P","20 ft.","1","L","1","Dart","{@trait Agile}, {@trait nonlethal}"],["{@indentFirst 10 blowgun darts}","5 cp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Crossbow}","3 gp","{@damage 1d8} P","120 ft.","1","1","2","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Dart}","1 cp","{@damage 1d4} P","20 ft.","—","L","1","Dart","{@trait Agile}, {@trait thrown}"],{"type":"multiRow","rows":[["{@item Hand crossbow}","3 gp","{@damage 1d6} P","60 ft.","1","L","1","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Javelin}","1 sp","{@damage 1d6} P","30 ft.","—","L","1","Dart","{@trait Thrown}"],{"type":"multiRow","rows":[["{@item Sling}","0","{@damage 1d6} B","50 ft.","1","L","1","Sling","{@trait Propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],["{@item Alchemical Bomb}*","Varies","Varies","20 ft.","—","L","1","Bomb","Varies"],{"type":"multiRow","rows":[["{@item Composite longbow}","20 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait propulsive}, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Composite shortbow}","14 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10, {@trait propulsive}"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Longbow}","6 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Shortbow}","3 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},["Uncommon Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Halfling sling staff}","5 gp","{@damage 1d10} B","80 ft.","1","1","2","Sling","{@trait Halfling}, {@trait propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["{@item Shuriken}","1 cp","{@dice 1d4} P","20 ft.","0","—","1","Dart","{@trait Agile}, {@trait monk},{@trait thrown}"]],"footnotes":["* Statistics for alchemical bombs can be found starting on page 544"]},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||source=CRB}"],"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":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"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":"statblock","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 occult tradition you can usually play an 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 divine tradition while holding a divine focus (such as a religious symbol or 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 primal tradition while holding a primal focus (such as 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":"statblock","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":"statblock","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":"statblock","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":301,"name":"Other Spell Traits","entries":["Some spells and effects have traits such as \"mental\" or \"good.\" These tell you more about the spell and how it works, and other rules might reference them. A creature might, for example, have a –2 circumstance penalty to saving throws against mental effects. Below is a glossary of a few traits you might see with important rules.",{"type":"pf2-title","name":"Auditory"},"Auditory spells rely on sound. A spell with the auditory trait has its effect only if the target can hear it. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect makes sound.",{"type":"pf2-title","name":"Darkness and Light"},"Effects with the darkness and light traits interact in specific ways. Non-magical light always shines in non-magical darkness and always fails to shine in magical darkness.","Magical light always shines in non-magical darkness but shines in magical darkness only if the light spell has a higher level than that of the darkness effect. Spells with the darkness trait or the light trait can always counteract one another, but bringing light and darkness into contact doesn't automatically do so. You must usually cast a light spell on a darkness effect directly to counteract it (and vice versa), but some spells automatically attempt to counteract opposing effects.",{"type":"pf2-title","name":"Incapacitation"},"An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated as one degree of success better or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.",{"type":"pf2-title","name":"Minion"},"Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can't use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the auditory and {@trait concentrate}s. If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals often indulge their creature comforts, and sapient minions act how they please.",{"type":"pf2-title","name":"Morph"},"Spells that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described below).","Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you'd keep the wings from your morph). The GM determines which morph effects can be used together and which can't.",{"type":"pf2-title","name":"Polymorph"},"These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.","If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.",{"type":"pf2-title","name":"Summoned"},"A creature called by a conjuration spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to cast a spell of equal or higher level than the spell that summoned it, the spell fails and the summon spell ends. Otherwise, it uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.","Immediately when you finish {@action Cast a Spell||Casting the Spell}, the summoned creature uses its 2 actions for that turn.","Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.",{"type":"pf2-title","name":"Visual"},"A visual spell can affect only creatures that can see it."],"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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"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.",{"name":"Creature Creation Rituals","type":"table","source":"CRB","page":408,"colStyles":["text-left","text-center","text-center"],"rows":[["Creature Level","Spell Level Required","Cost"],["-1 or 0","2","15 gp"],["1","2","60 gp"],["2","3","105 gp"],["3","3","180 gp"],["4","4","300 gp"],["5","4","480 gp"],["6","5","750 gp"],["7","5","1,080 gp"],["8","6","1,500 gp"],["9","6","2,100 gp"],["10","7","3,500 gp"],["11","7","4,200 gp"],["12","8","6,000 gp"],["13","8","9,000 gp"],["14","9","13,500 gp"],["15","9","19,500 gp"],["16","10","30,000 gp"],["17","10","45,000 gp"]]}],"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-brown-box","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-title","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-title","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-title","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-title","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-title","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-title","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."],"source":"CRB"},{"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.","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 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":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.}"],"source":"CRB"},"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 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..pdf"],"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||4|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-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"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 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.",{"name":"Size and Reach","type":"table","source":"CRB","page":474,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Size","Space","Reach (Tall)","Reach (Long)"],["Tiny","Less than 5 feet","0 feet","0 feet"],["Small","5 feet","5 feet","5 feet"],["Medium","5 feet","5 feet","5 feet"],["Large","10 feet","10 feet","5 feet"],["Huge","15 feet","15 feet","10 feet"],["Gargantuan","20 feet or more","20 feet","15 feet"]]},"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 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-h3","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 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 reach with that weapon for this purpose."],"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":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"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.",{"name":"Travel Speed","type":"table","source":"CRB","page":479,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Speed","Feet per Minute","Miles per Hour","Miles per Day"],["10 feet","100","1","8"],["15 feet","150","1-1/2","12"],["20 feet","200","2","16"],["25 feet","250","2-1/2","20"],["30 feet","300","3","24"],["35 feet","350","3-1/2","28"],["40 feet","400","4","32"],["50 feet","500","5","40"],["60 feet","600","6","48"]]},"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":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 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 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 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 attack action during your turn, you take a –5 penalty to your attack roll. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your attack roll. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.","Some weapons and abilities reduce multiple attack penalties, such as 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 longsword in one hand and a shortsword (which has the agile trait) in your other hand, and you are going to make three Strikes with these weapons during the course of your turn. The first 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 longsword or a –4 penalty if you use the shortsword.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular Strike. It would be a –10 penalty with the longsword and a –8 penalty with the shortsword, no matter what weapon you used for your previous 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 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 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"]}],"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","page":503,"name":"Difficulty Classes","alias":["DCs"],"entries":[{"type":"pf2-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"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.",{"name":"Simple DCs","type":"table","source":"CRB","page":503,"colStyles":["text-left","text-center"],"colSizes":[2,1],"rows":[["Proficiency Rank","DC"],["Untrained","10"],["Trained","15"],["Expert","20"],["Master","30"],["Legendary","40"]]}],"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.",{"name":"DCs by Level","type":"table","source":"CRB","page":503,"labelRowIdx":[0,14],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]]],"rows":[["Level","DC","Level","DC"],["0","14","13","31"],["1","15","14","32"],["2","16","15","34"],["3","18","16","35"],["4","19","17","36"],["5","20","18","38"],["6","22","19","39"],["7","23","20","40"],["8","24","21","42"],["9","26","22","44"],["10","27","23","46"],["11","28","24","48"],["12","30","25","50"],["Spell Level*","DC"],["1st","15"],["2nd","18"],["3rd","20"],["4th","23"],["5th","26"],["6th","28"],["7th","31"],["8th","34"],["9th","36"],["10th","39"]],"footnotes":["* If a spell is uncommon or rare, its difficulty should be adjusted accordingly."]}],"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.",{"name":"DC Adjustments","type":"table","source":"CRB","page":504,"colStyles":["text-left","text-center","text-left"],"rows":[["Difficulty","Adjustment","Rarity"],["Incredibly easy","-10","—"],["Very easy","–5","—"],["Easy","–2","—"],["Hard","+2","Uncommon"],["Very hard","+5","Rare"],["Incredibly hard","+10","Unique"]]},"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).",{"name":"Creature Identification Skills","type":"table","source":"CRB","page":506,"colStyles":["text-left","text-center"],"rows":[["Creature Trait","Skills"],["Aberration","{@skill Occultism}"],["Animal","{@skill Nature}"],["Astral","{@skill Occultism}"],["Beast","{@skill Arcana}, {@skill Nature}"],["Celestial","{@skill Religion}"],["Construct","{@skill Arcana}, {@skill Crafting}"],["Dragon","{@skill Arcana}"],["Elemental","{@skill Arcana}, {@skill Nature}"],["Ethereal","{@skill Occultism}"],["Fey","{@skill Nature}"],["Fiend","{@skill Religion}"],["Fungus","{@skill Nature}"],["Humanoid","{@skill Society}"],["Monitor","{@skill Religion}"],["Ooze","{@skill Occultism}"],["Plant","{@skill Nature}"],["Spirit","{@skill Occultism}"],["Undead","{@skill Religion}"]]}],"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":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"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.",{"name":"Enviromental Features","type":"table","source":"CRB","page":513,"colStyles":["text-center","text-center","text-left"],"rows":[["Feature","Pages","Proficiency DC Band"],["Avalanche","518","Expert –legendary"],["Blizzard","518","—"],["Bog","514","Untrained –trained"],["Canopy","513","Trained –master"],["Chasm","513","—"],["Cliff","513","Trained –master"],["Collapse","518","Expert –legendary"],["Crowd","514","Trained –master"],["Current","512","Trained –master"],["Door","515","See page 515"],["Earthquake","518","Trained –legendary"],["Flood","518","Expert –legendary"],["Floor","515, 516","Untrained –expert"],["Fog","517","—"],["Gate","515","—"],["Guard","515","—"],["Hedge","514","Untrained –trained"],["Ice","512","Trained –master"],["Lava","519","Expert –legendary"],["Ledge","516","Untrained –master"],["Portcullis","515","See page 515"],["Precipitation","517","—"],["Rooftop","515","Trained –master"],["Rubble","513, 516","Untrained –expert"],["Sand","513","Untrained –expert"],["Sandstorm","519","Trained –master"],["Sewer","515","—"],["Slope","514","Untrained –trained"],["Snow","512","Untrained –expert"],["Stairs","516","Untrained –trained"],["Stalagmite","516","Trained –expert"],["Street","516","Untrained –trained"],["Temperature","517","—"],["Tornado","519","Master –legendary"],["Tree","513","Untrained –master"],["Tsunami","519","Master –legendary"],["Undergrowth","513, 514","Untrained –expert"],["Underwater Visibility","512","—"],["Volcanic Eruption","519","Trained –legendary"],["Wall","517","See page 516"],["Wildfire","519","Expert –legendary"],["Wind","517","Untrained –legendary"]]},{"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.",{"name":"Enviromental Damage","type":"table","source":"CRB","page":512,"colStyles":["text-left","text-center"],"rows":[["Category","Damage"],["Minor","{@damage 1d6}-{@damage 2d6}"],["Moderate","{@damage 4d6}-{@damage 6d6}"],["Major","{@damage 8d6}-{@damage 12d6}"],["Massive","{@damage 18d6}-{@damage 24d6}"]]}],"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.",{"name":"Temperature Effects","type":"table","source":"CRB","page":518,"rows":[["Category","Temperature","Fatigue","Damage"],["Incredible cold","–80º F or colder","2 hours","Moderate cold every minute"],["Extreme cold","–79º F to –20º F","4 hours","Minor cold every 10 minutes"],["Severe cold","–21º F to 12º F","4 hours","Minor cold every hour"],["Mild cold","13º F to 32º F","4 hours","None"],["Normal","33º F to 94º F","8 hours","None"],["Mild heat","95º F* to 104º F*","4 hours","None"],["Severe heat","105º F* to 114º F","4 hours","Minor fire every hour"],["Extreme heat","115º F to 139º F","4 hours","Minor fire every 10 minutes"],["Incredible heat","140º F or warmer","2 hours","Moderate fire every minute"]],"footnotes":["* Adjust temperatures down by 15º in areas of high humidity."]}],"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 10–11: Environmental Damage on page 512.",{"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":"tbl","page":518,"name":"TABLE 10–13: TEMPERATURE EFFECTS","entries":[{"type":"tbl","page":518,"table_head":"Category Temperature Fatigue Damage","entries":["Incredible cold –80º F or colder 2 hours Moderate cold every minute Extreme cold –79º F to –20º F 4 hours Minor cold every 10 minutes Severe cold –21º F to 12º F 4 hours Minor cold every hour Mild cold 13º F to 32º F 4 hours None Normal 33º F to 94º F 8 hours None Mild heat 95º F* to 104º F* 4 hours None Severe heat 105º F* to 114º F 4 hours Minor fire every hour Extreme heat 115º F to 139º F 4 hours Minor fire every 10 minutes Incredible heat 140º F or warmer 2 hours Moderate fire every minute * Adjust temperatures down by 15º in areas of high humidity."],"source":"CRB"}],"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-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"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.",{"name":"Hazard XP","type":"table","source":"CRB","page":521,"spans":[[[2,4]]],"labelRowIdx":[0,1],"rowStyles":["text-center"],"colStyles":["text-left","text-center","text-center"],"rows":[["XP Award"],["Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","30 XP","150 XP"]]}],"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":"dataGeneric","dataGeneric":{"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 10–5: DCs by Level on page 503 to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a 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 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 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 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"},{"name":"Encounter Budget","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-center"],"rows":[["Threat","XP Budget","Character Adjustment"],["Trivial","40 or less","10 or less"],["Low","60","15"],["Moderate","80","20"],["Severe","120","30"],["Extreme","160","40"]]},{"name":"Creature XP and Role","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-left"],"colSizes":[2,1,4],"rows":[["Creature Level","XP","Suggested Role"],["Party level –4","10","Low-threat lackey"],["Party level –3","15","Low- or moderate-threat lackey"],["Party level –2","20","Any lackey or standard creature"],["Party level –1","30","Any standard creature"],["Party level","40","Any standard creature or low-threat boss"],["Party level + 1","60","Low- or moderate-threat boss"],["Party level + 2","80","Moderate- or severe-threat boss"],["Party level + 3","120","Severe- or extreme-threat boss"],["Party level + 4","160","Extreme-threat solo boss"]]}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"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 10–8: XP Awards on page 508 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"},{"name":"XP Awards","type":"table","source":"CRB","page":508,"labelRowIdx":[0,4,14,15],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[2,4]]],"rows":[["Accomplishment","XP Award"],["Minor","10 XP"],["Moderate*","30 XP"],["Major*","80 XP"],["Adversary Level","XP Award"],["Party level –4","10 XP"],["Party level –3","15 XP"],["Party level –2","20 XP"],["Party level –1","30 XP"],["Party level","40 XP"],["Party level + 1","60 XP"],["Party level + 2","80 XP"],["Party level + 3","120 XP"],["Party level + 4","160 XP"],["XP Award"],["Hazard Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","32 XP","160 XP"]]}],"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 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"},{"name":"Party Treasure by Level","type":"table","source":"CRB","page":509,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center"],"colSizes":[1,2,3,3,2,2],"rows":[["Level","Total Value","Permanent Items (By Item Level)","Consumables (By Item Level)","Party Currency","Currency per Additional PC"],["1","175 gp","{@b 2nd}: 2, {@b 1st}: 2*","{@b 2nd}: 2, {@b 1st}: 3","40 gp","10 gp"],["2","300 gp","{@b 3rd}: 2, {@b 2nd}: 2","{@b 3rd}: 2, {@b 2nd}: 2, {@b 1st}: 2","70 gp","18 gp"],["3","500 gp","{@b 4th}: 2, {@b 3rd}: 2","{@b 4th}: 2, {@b 3rd}: 2, {@b 2nd}: 2","120 gp","30 gp"],["4","850 gp","{@b 5th}: 2, {@b 4th}: 2","{@b 5th}: 2, {@b 4th}: 2, {@b 3rd}: 2","200 gp","50 gp"],["5","1,350 gp","{@b 6th}: 2, {@b 5th}: 2","{@b 6th}: 2, {@b 5th}: 2, {@b 4th}: 2","320 gp","80 gp"],["6","2,000 gp","{@b 7th}: 2, {@b 6th}: 2","{@b 7th}: 2, {@b 6th}: 2, {@b 5th}: 2","500 gp","125 gp"],["7","2,900 gp","{@b 8th}: 2, {@b 7th}: 2","{@b 8th}: 2, {@b 7th}: 2, {@b 6th}: 2","720 gp","180 gp"],["8","4,000 gp","{@b 9th}: 2, {@b 8th}: 2","{@b 9th}: 2, {@b 8th}: 2, {@b 7th}: 2","1,000 gp","250 gp"],["9","5,700 gp","{@b 10th}: 2, {@b 9th}: 2","{@b 10th}: 2, {@b 9th}: 2, {@b 8th}: 2","1,400 gp","350 gp"],["10","8,000 gp","{@b 11th}: 2, {@b 10th}: 2","{@b 11th}: 2, {@b 10th}: 2, {@b 9th}: 2","2,000 gp","500 gp"],["11","11,500 gp","{@b 12th}: 2, {@b 11th}: 2","{@b 12th}: 2, {@b 11th}: 2, {@b 10th}: 2","2,800 gp","700 gp"],["12","16,500 gp","{@b 13th}: 2, {@b 12th}: 2","{@b 13th}: 2, {@b 12th}: 2, {@b 11th}: 2","4,000 gp","1,000 gp"],["13","25,000 gp","{@b 14th}: 2, {@b 13th}: 2","{@b 14th}: 2, {@b 13th}: 2, {@b 12th}: 2","6,000 gp","1,500 gp"],["14","36,500 gp","{@b 15th}: 2, {@b 14th}: 2","{@b 15th}: 2, {@b 14th}: 2, {@b 13th}: 2","9,000 gp","2,250 gp"],["15","54,500 gp","{@b 16th}: 2, {@b 15th}: 2","{@b 16th}: 2, {@b 15th}: 2, {@b 14th}: 2","13,000 gp","3,250 gp"],["16","82,500 gp","{@b 17th}: 2, {@b 16th}: 2","{@b 17th}: 2, {@b 16th}: 2, {@b 15th}: 2","20,000 gp","5,000 gp"],["17","128,000 gp","{@b 18th}: 2, {@b 17th}: 2","{@b 18th}: 2, {@b 17th}: 2, {@b 16th}: 2","30,000 gp","7,500 gp"],["18","208,000 gp","{@b 19th}: 2, {@b 18th}: 2","{@b 19th}: 2, {@b 18th}: 2, {@b 17th}: 2","48,000 gp","12,000 gp"],["19","355,000 gp","{@b 20th}: 2, {@b 19th}: 2","{@b 20th}: 2, {@b 19th}: 2, {@b 18th}: 2","80,000 gp","20,000 gp"],["20","490,000 gp","{@b 20th}: 4","{@b 20th}: 4, {@b 19th}: 2","140,000 gp","35,000 gp"]],"footnotes":["* Many 1st-level permanent items should be items from Chapter 6 instead of magic items."]},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on 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 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"},{"name":"Character Wealth","type":"table","source":"CRB","page":511,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[1,4,2,2],"rows":[["Level","Permanent Items","Currency","Lump sum"],["1","—","15 gp","15 gp"],["2","{@b 1st}: 1","20 gp","30 gp"],["3","{@b 2nd}: 1, {@b 1st}: 2","25 gp","75 gp"],["4","{@b 3rd}: 1, {@b 2nd}: 2, {@b 1st}: 1","30 gp","140 gp"],["5","{@b 4th}: 1, {@b 3rd}: 2, {@b 2nd}: 1, {@b 1st}: 2","50 gp","270 gp"],["6","{@b 5th}: 1, {@b 4th}: 2, {@b 3rd}: 1, {@b 2nd}: 2","80 gp","450 gp"],["7","{@b 6th}: 1, {@b 5th}: 2, {@b 4th}: 1, {@b 3rd}: 2","125 gp","720 gp"],["8","{@b 7th}: 1, {@b 6th}: 2, {@b 5th}: 1, {@b 4th}: 2","180 gp","1,100 gp"],["9","{@b 8th}: 1, {@b 7th}: 2, {@b 6th}: 1, {@b 5th}: 2","250 gp","1,600 gp"],["10","{@b 9th}: 1, {@b 8th}: 2, {@b 7th}: 1, {@b 6th}: 2","350 gp","2,300 gp"],["11","{@b 10th}: 1, {@b 9th}: 2, {@b 8th}: 1, {@b 7th}: 2","500 gp","3,200 gp"],["12","{@b 11th}: 1, {@b 10th}: 2, {@b 9th}: 1, {@b 8th}: 2","700 gp","4,500 gp"],["13","{@b 12th}: 1, {@b 11th}: 2, {@b 10th}: 1, {@b 9th}: 2","1,000 gp","6,400 gp"],["14","{@b 13th}: 1, {@b 12th}: 2, {@b 11th}: 1, {@b 10th}: 2","1,500 gp","9,300 gp"],["15","{@b 14th}: 1, {@b 13th}: 2, {@b 12th}: 1, {@b 11th}: 2","2,250 gp","13,500 gp"],["16","{@b 15th}: 1, {@b 14th}: 2, {@b 13th}: 1, {@b 12th}: 2","3,250 gp","20,000 gp"],["17","{@b 16th}: 1, {@b 15th}: 2, {@b 14th}: 1, {@b 13th}: 2","5,000 gp","30,000 gp"],["18","{@b 17th}: 1, {@b 16th}: 2, {@b 15th}: 1, {@b 14th}: 2","7,500 gp","45,000 gp"],["19","{@b 18th}: 1, {@b 17th}: 2, {@b 16th}: 1, {@b 15th}: 2","12,000 gp","69,000 gp"],["20","{@b 19th}: 1, {@b 18th}: 2, {@b 17th}: 1, {@b 16th}: 2","20,000 gp","112,000 gp"]]}],"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":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"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.",{"name":"Watches and Rest","type":"table","source":"CRB","page":500,"colStyles":["text-center","text-left","text-left"],"colSizes":[1,3,3],"rows":[["Group Size","Total Time","Duration of Each Watch"],["2","16 hours","8 hours"],["3","12 hours","4 hours"],["4","10 hours, 40 minutes","2 hours, 40 minutes"],["5","10 hours","2 hours"],["6","9 hours, 36 minutes","1 hour, 36 minutes"]]}],"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."],"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 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"}]}]}} \ 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","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Scrolls","Services","Shields","Shoddy Items","Staves","Weapons"]},{"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"]}]},"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 minion trait, 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)."],"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."],"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} and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"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."],"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 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, or master if it's nimble."],"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 deny advantage 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, or master if it's nimble."],"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"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"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 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 1–1:","Ability Modifiers to determine its ability modifier.",{"type":"tbl","page":20,"name":"TABLE 1–1: ABILITY MODIFIERS","entries":[{"type":"tbl","page":20,"table_head":"Ability Score Modifier Ability Score Modifier","entries":["1–5 14–15 +2 2–3–4 16–17 +3 4–5–3 18–19 +4 6–7 –2 20 –21 +5 8–9–1 22 –23 +6 10–11 +0 24 –25 +7 12–13 +1 etc..."],"source":"CRB"}],"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 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 Strikes and Ranged 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 Strikes and ranged 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 Strikes and Dexterity for ranged 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 Strikes and ranged 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":"statblock","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":"statblock","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":"statblock","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.",{"name":"Animals","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center"],"rows":[["Animal","Rental Price* (per day)","Purchase Price"],{"type":"multiRow","rows":[["Dog","",""],["{@indentFirst Guard dog}","1 cp per day","2 sp"],["{@indentFirst Riding dog}","6 cp per day","4 gp"]]},{"type":"multiRow","rows":[["Horse","",""],["{@indentFirst Riding horse}","1 sp per day","8 gp"],["{@indentFirst Warhorse}","1 gp per day","30 gp (level 2)"],["{@indentFirst Pack animal}","2 cp per day","2 gp"]]},{"type":"multiRow","rows":[["Pony","",""],["{@indentFirst Riding pony}","8 cp per day","7 gp"],["{@indentFirst Warpony}","8 sp per day","24 gp (level 2)"]]}],"footnotes":["* Might require a deposit equal to the purchase Price."]},{"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.",{"name":"Barding","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"colSizes":[2,1,1,1,1,1,1,1],"labelRowIdx":[0,3],"rows":[["Light Barding","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Bulk","Strength"],["Small or Medium","10 gp","+1","+5","–1","–5 ft.","2","+3"],["Large","20 gp","+1","+5","–1","–5 ft.","4","+3"],["Heavy Barding","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Bulk","Strength"],["Small or Medium (level 2)","25 gp","+3","+3","–3","–10 ft.","4","+5"],["Large (level 3)","50 gp","+3","+3","–3","–10 ft.","8","+5"]]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"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 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 Comfort:} The armor is so comfortable that you can rest normally while wearing it.","{@b 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 Noisy:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity (page 479).",{"type":"tbl","page":275,"name":"TABLE 6–3: UNARMORED DEFENSE","entries":[{"type":"tbl","page":275,"table_head":"Unarmored Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Armor Traits","entries":["No armor—+0—————Explorer's clothing 1 sp +0 +5——L Comfort"],"source":"CRB"}],"source":"CRB"},{"type":"tbl","page":275,"name":"TABLE 6–4: ARMOR","entries":[{"type":"tbl","page":275,"table_head":"Light Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Padded armor 2 sp +1 +3——10 L—Comfort Leather 2 gp +1 +4–1—10 1——Studded leather 3 gp +2 +3–1—12 1——Chain shirt 5 gp +2 +3–1—12 1—Flexible, Noisy"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Medium Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Hide 2 gp +3 +2 –2–5 ft. 14 2 Leather—Scale mail 4 gp +3 +2 –2–5 ft. 14 2 Composite—Chain mail 6 gp +4 +1 –2–5 ft. 16 2 Chain Flexible, noisy Breastplate 8 gp +4 +1 –2–5 ft. 16 2 Plate—"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Heavy Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Splint mail (level 1) 13 gp +5 +1–3–10 ft. 16 3 Composite—Half plate (level 1) 18 gp +5 +1–3–10 ft. 16 3 Plate—Full plate (level 2) 30 gp +6 +0–3–10 ft. 18 4 Plate Bulwark"],"source":"CRB"}],"source":"CRB"}],"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 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 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 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 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"},{"name":"Unarmored Defense","type":"table","source":"CRB","page":275,"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Unarmored","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","","Bulk","Group","Armor Traits"],["No armor","—","+0","—","—","—","","—","—","—"],["Explorer's clothing","1 sp","+0","+5","—","—","","L","Cloth","Comfort"]]},{"name":"Armor","type":"table","source":"CRB","page":275,"labelRowIdx":[0,5,10],"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Light Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Padded Armor}","2 sp","+1","+3","—","—","10","L","Cloth","{@trait Comfort}"],["{@item Leather}","2 gp","+1","+4","-1","—","10","1","Leather","—"],["{@item Studded Leather}","3 gp","+2","+3","-1","—","12","1","Leather","—"],["{@item Chain shirt}","5 gp","+2","+3","-1","—","12","1","Chain","{@trait Flexible}, {@trait Noisy}"],["Medium Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Hide}","2 gp","+3","+2","–2","–5 ft.","14","2","Leather","—"],["{@item Scale mail}","4 gp","+3","+2","–2","–5 ft.","14","2","Composite","—"],["{@item Chain mail}","6 gp","+4","+1","–2","–5 ft.","16","2","Chain","{@trait Flexible}, {@trait Noisy}"],["{@item Breastplate}","8 gp","+4","+1","-2","-5 ft.","16","2","Plate","—"],["Heavy Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Splint mail} (level 1)","13 gp","+5","+1","-3","-10 ft.","16","3","Composite","—"],["{@item Half plate} (level 1)","18 gp","+5","+1","-3","-10 ft.","16","3","Plate","—"],["{@item Full plate} (level 2)","30 gp","+6","+0","-3","-10 ft.","18","4","Plate","{@trait Bulwark}"]]},{"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 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 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 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 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 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 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 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 Leather:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b 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 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 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 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.",{"name":"Damaging Armor","type":"table","source":"CRB","page":276,"labelRowIdx":[0],"colSizes":[3,1,1,1],"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Material","Hardness","HP","BT"],["Cloth ({@item explorer's clothing}, {@item padded armor})","1","4","2"],["Leather ({@item hide}, {@item leather}, {@item studded leather})","4","16","8"],["Metal ({@item breastplate}, {@item chain mail}, {@item chain shirt}, {@item full plate}, {@item half plate}, {@item scale mail}, {@item splint mail})","9","36","18"]],"intro":["Your armor's statistics are based on the material it's predominantly made from. It's not likely your armor will take damage, as explained in Item Damage on page 272."]}],"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"}],"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","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.",{"name":"Formulas","type":"table","source":"CRB","page":293,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["Item Level","Formula Price","Item Level","Formula Price"],["0*","5 sp","11","70 gp"],["1","1 gp","12","100 gp"],["2","2 gp","13","150 gp"],["3","3 gp","14","225 gp"],["4","5 gp","15","325 gp"],["5","8 gp","16","500 gp"],["6","13 gp","17","750 gp"],["7","18 gp","18","1,200 gp"],["8","25 gp","19","2,000 gp"],["9","35 gp","20","3,500 gp"],["10","50 gp","",""]],"footnotes":["* Formulas for all 0-level common items from this chapter can be purchased collectively in a {@item basic crafter's book}."]},{"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":"statblock","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 on page 577.",{"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 {@condition 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 {@condition 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"},{"name":"Changing Equipment","type":"table","source":"CRB","page":274,"colSizes":[3,1,1],"colStyles":["text-left","text-center","text-center"],"rows":[["Change","Hands","Action"],["Draw or put away a worn item, or pick up an item{@sup 1}","1 or 2","{@action Interact}"],["Pass an item to or take an item from a willing creature{@sup 2}","1 or 2","{@action Interact}"],["Drop an item to the ground","1 or 2","{@action Release}"],["Detach a shield or item strapped to you","1","{@action Interact}"],["Change your grip by removing a hand from an item","2","{@action Release}"],["Change your grip by adding a hand to an item","2","{@action Interact}"],["Retrieve an item from a backpack{@sup 3}, sack, or similar container","2","{@action Interact}"]],"footnotes":["{@sup 1} If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it.","{@sup 2} A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use.","{@sup 3} Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate {@action Interact} action."]}],"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.",{"name":"Bulk conversions","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Creature Size","Bulk Limit","Treats as Light","Treats as Negligible"],["Tiny","Half","—","none"],["Small or Med.","Standard","L","—"],["Large","×2","1 Bulk","L"],["Huge","×4","2 Bulk","1 Bulk"],["Gargantuan","×8","4 Bulk","2 Bulk"]]}],"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.",{"name":"Differently Sized Items","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Creature Size","Prize","Buk","Light Becomes","Negligible Becomes"],["Tiny","Standard","Half*","—","—"],["Small or Med.","Standard","Standard","L","—"],["Large","×2","×2","1 Bulk","L"],["Huge","×4","×4","2 Bulk","1 Bulk"],["Gargantuan","×8","×8","4 Bulk","2 Bulk"]],"footnotes":["* An item that would have its Bulk reduced below 1 has light Bulk."]},"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"},{"name":"Coin Values","type":"table","source":"CRB","page":271,"labelRowIdx":[0],"colSizes":[2,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Coins","CP","SP","GP","PP"],["Copper piece (cp)","1","1/10","1/100","1/1,000"],["Silver piece (sp)","10","1","1/10","1/100"],["Gold piece (gp)","100","10","1","1/10"],["Platinum piece (pp)","1,000","100","10","1"]]}],"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":"{@action Cast a Spell||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"},{"name":"Scroll Statistics","type":"table","source":"CRB","page":565,"colStyles":["text-center","text-center","text-center"],"rows":[["Spell Level","Item Level","Scroll Price"],["1","1","4 gp"],["2","3","12 gp"],["3","5","30 gp"],["4","7","70 gp"],["5","9","150 gp"],["6","11","300 gp"],["7","13","600 gp"],["8","15","1,300 gp"],["9","17","3,000 gp"],["10","19","8,000 gp"]]},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to Craft a scroll is much like that to 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. 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 Craft a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell.","Like other 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."],"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.",{"name":"Basic Services and Consumables","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],{"type":"multiRow","rows":[["Beverages","","",""],["{@indentFirst Mug of ale}","1 cp","L","1"],["{@indentFirst Keg of ale}","2 sp","2","2"],["{@indentFirst Pot of coffee or tea}","2 cp","L","1"],["{@indentFirst Bottle of wine}","1 sp","L","1"],["{@indentFirst Bottle of fine wine}","1 gp","L","1"]]},{"type":"multiRow","rows":[["Hireling (1 day)","","",""],["{@indentFirst Unskilled}","1 sp","",""],["{@indentFirst Skilled}","5 sp","",""]]},{"type":"multiRow","rows":[["Lodging (1 day)","","",""],["{@indentFirst Floor space}","3 cp","",""],["{@indentFirst Bed (for 1)}","1 sp","",""],["{@indentFirst Private room (for 2)}","8 sp","",""],["{@indentFirst Extravagant suite (for 6)}","10 gp","",""]]},{"type":"multiRow","rows":[["Meals","","",""],["{@indentFirst Poor meal}","1 cp","L","2"],["{@indentFirst Square meal}","3 cp","L","2"],["{@indentFirst Fine dining}","1 gp","L","2"]]},["Stabling (1 day)","2 cp","",""],["Toll","at least 1 cp","",""],{"type":"multiRow","rows":[["Transportation (per 5 miles)","","",""],["{@indentFirst Caravan}","3 cp","",""],["{@indentFirst Carriage}","2 sp","",""],["{@indentFirst Ferry or riverboat}","4 cp","",""],["{@indentFirst Sailing ship}","6 cp","",""]]}]},{"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.",{"name":"Spellcasting Services","type":"table","source":"CRB","page":294,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["Spell Level","Price*","Spell Level","Price*"],["1st","3 gp","6th","160 gp"],["2nd","7 gp","7th","360 gp"],["3rd","18 gp","8th","720 gp"],["4th","40 gp","9th","1,800 gp"],["5th","80 gp","",""]],"footnotes":["* Plus any cost required to cast the specific spell."]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"{@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"},{"name":"Shields","type":"table","source":"CRB","page":277,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Shield","Price","AC Bonus{@sup 1}","Speed Penalty","Bulk","Hardness","HP (BT)"],["{@item Buckler}","1 gp","+1","—","L","3","6 (3)"],["{@item Wooden shield}","1 gp","+2","—","1","3","12 (6)"],["{@item Steel shield}","2 gp","+2","—","1","5","20 (10)"],["{@item Tower shield}","10 gp","+2/+4{@sup 2}","–5 ft.","4","5","20 (10)"]],"footnotes":["{@sup 1} Gaining a shield's circumstance bonus to AC requires using the {@action Raise a Shield} action (found on page 472).","{@sup 2} Getting the higher bonus for a tower shield requires using the {@action Take Cover} action (page 471) while the shield is raised."]}],"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 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 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 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 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":278,"name":"Weapons","entries":[{"type":"pf2-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"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 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 (page 282) 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 double damage (page 451). 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"},{"name":"Unarmed Attacks","type":"table","source":"CRB","page":280,"minimizeTo":[0],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Unarmed Attack","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["Fist","—","{@dice 1d4} B","—","1","Brawling","{@trait Agile}, {@trait finesse}, {@trait nonlethal}, {@trait unarmed}"]]},{"name":"Melee Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,12,15,50,64],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Club}","0","{@dice 1d6} B","1","1","Club","{@trait Thrown} 10 ft."],["{@item Dagger}","2 sp","{@dice 1d4} P","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait thrown} 10 ft., {@trait versatile} S"],["{@item Gauntlet}","2sp","{@dice 1d4} B","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Light mace}","4 sp","{@dice 1d4} B","L","1","Club","{@trait Agile}, {@trait finesse}, {@trait shove}"],["{@item Longspear}","5 sp","{@dice 1d8} P","2","2","Spear","{@trait Reach}"],["{@item Mace}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Shove}"],["{@item Morningstar}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Versatile} P"],["{@item Sickle}","2 sp","{@dice 1d4} S","L","1","Knife","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Spear}","1 sp","{@dice 1d6} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item Spiked gauntlet}","3 sp","{@dice 1d4} P","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Staff}","0","{@dice 1d4} B","1","1","Club","{@trait Two-hand} d8"],["Uncommon Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Clan dagger}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait dwarf}, {@trait parry}, {@trait versatile} B"],["{@item Katar}","3 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait monk}"],["Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Bastard sword}","4 gp","{@dice 1d8} S","1","1","Sword","{@trait Two-hand} d12"],["{@item Battle axe}","1 gp","{@dice 1d8} S","1","1","Axe","{@trait Sweep}"],["{@item Bo staff}","2 sp","{@dice 1d8} B","2","2","Club","{@trait Monk}, {@trait parry}, {@trait reach}, {@trait trip}"],["{@item Falchion}","3 gp","{@dice 1d10} S","2","2","Sword","{@trait Forceful}, {@trait sweep}"],["{@item Flail}","8 sp","{@dice 1d6} B","1","1","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Glaive}","1 gp","{@dice 1d8} S","2","2","Polearm","{@trait Deadly} d8, {@trait forceful}, {@trait reach}"],["{@item Greataxe}","2 gp","{@dice 1d12} S","2","2","Axe","{@trait Sweep}"],["{@item Greatclub}","1 gp","{@dice 1d10} B","2","2","Club","{@trait Backswing}, {@trait shove}"],["{@item Greatpick}","1 gp","{@dice 1d10} P","2","2","Pick","{@trait Fatal} d12"],["{@item Greatsword}","2 gp","{@dice 1d12} S","2","2","Sword","{@trait Versatile} P"],["{@item Guisarme}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Reach}, {@trait trip}"],["{@item Halberd}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Reach}, {@trait versatile} S"],["{@item Hatchet}","4 sp","{@dice 1d6} S","L","1","Axe","{@trait Agile}, {@trait sweep}, {@trait thrown} 10 ft."],["{@item Lance}","1 gp","{@dice 1d8} P","2","2","Spear","{@trait Deadly} d8, {@trait jousting} d6, {@trait reach}"],["{@item Light hammer}","3 sp","{@dice 1d6} B","L","1","Hammer","{@trait Agile}, {@trait thrown} 20 ft."],["{@item Light pick}","4 sp","{@dice 1d4} P","L","1","Pick","{@trait Agile}, {@trait fatal} d8"],["{@item Longsword}","1 gp","{@dice 1d8} S","1","1","Sword","{@trait Versatile} P"],["{@item Main-gauche}","5 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait parry}, {@trait versatile} S"],["{@item Maul}","3 gp","{@dice 1d12} B","2","2","Hammer","{@trait Shove}"],["{@item Pick}","7 sp","{@dice 1d6} P","1","1","Pick","{@trait Fatal} d10"],["{@item Ranseur}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Disarm}, {@trait reach}"],["{@item Rapier}","2 gp","{@dice 1d6} P","1","1","Sword","{@trait Deadly} d8, {@trait disarm}, {@trait finesse}"],["{@item Sap}","1 sp","{@dice 1d6} B","L","1","Club","{@trait Agile}, {@trait nonlethal}"],["{@item Scimitar}","1 gp","{@dice 1d6} S","1","1","Sword","{@trait Forceful}, {@trait sweep"],["{@item Scythe}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Deadly} d10, {@trait trip}"],["{@item Shield bash}","—","{@dice 1d4} B","—","1","Shield","—"],["{@item Shield boss}","5 sp","{@dice 1d6} B","—","1","Shield","Attached to shield"],["{@item Shield spikes}","5 sp","{@dice 1d6} P","—","1","Shield","Attached to shield"],["{@item Shortsword}","9 sp","{@dice 1d6} P","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait versatile} S"],["{@item Starknife}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait finesse}, {@trait thrown} 20 ft., {@trait versatile} S"],["{@item Trident}","1 gp","{@dice 1d8} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item War flail}","2 gp","{@dice 1d10} B","2","2","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Warhammer}","1 gp","{@dice 1d8} B","1","1","Hammer","{@trait Shove}"],["{@item Whip}","1 sp","{@dice 1d4} S","1","1","Flail","{@trait Disarm}, {@trait finesse}, {@trait nonlethal}, {@trait reach}, {@trait trip}"],["Uncommon Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dogslicer}","1 sp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait backstabber}, {@trait finesse}, {@trait goblin}"],["{@item Elven Curce blade}","4 gp","{@dice 1d8} S","2","2","Sword","{@trait Elf}, {@trait finesse}, {@trait forceful}"],["{@item Filcher's fork}","1 gp","{@dice 1d4} P","L","1","Spear","{@trait Agile}, {@trait backstabber}, {@trait deadly} d6, {@trait finesse}, {@trait halfling}, {@trait thrown} 20 ft."],["{@item Gnome hooked hammer}","2 gp","{@dice 1d6} B","1","1","Hammer","{@trait Gnome}, {@trait trip}, {@trait two-hand} d10, {@trait versatile} P"],["{@item Horsechopper}","9 sp","{@dice 1d8} S","2","2","Polearm","{@trait Goblin}, {@trait reach}, {@trait trip}, {@trait versatile} P"],["{@item Kama}","1 gp","{@dice 1d6} S","L","1","Knife","{@trait Agile}, {@trait monk}, {@trait trip}"],["{@item Katana}","2 gp","{@dice 1d6} S","1","1","Sword","{@trait Deadly} d8, {@trait two-hand} d10, {@trait versatile} P"],["{@item Kukri}","6 sp","{@dice 1d6} S","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Nunchaku}","2 sp","{@dice 1d6} B","L","1","Club","{@trait Backswing}, {@trait disarm}, {@trait finesse}, {@trait monk}"],["{@item Orc knuckle dagger}","7 sp","{@dice 1d6} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait orc}"],["{@item Sai}","6 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait monk}, {@trait versatile} B"],["{@item Spiked chain}","3 gp","{@dice 1d8} S","1","2","Flail","{@trait Disarm}, {@trait finesse}, {@trait trip}"],["{@item Temple sword}","2 gp","{@dice 1d8} S","1","1","Sword","{@trait Monk}, {@trait trip}"],["Uncommon Advanced Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dwarven waraxe}","3 gp","{@dice 1d8} S","2","1","Axe","{@trait Dwarf}, {@trait sweep}, {@trait two-hand} d12"],["{@item Gnome flickmace}","3 gp","{@dice 1d8} B","2","1","Flail","{@trait Gnome}, {@trait reach}"],["{@item Orc necksplitter}","2 gp","{@dice 1d8} S","1","1","Axe","{@trait Forceful}, {@trait orc}, {@trait sweep}"],["{@item Sawtooth saber}","5 gp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait twin}"]]},{"name":"Ranged Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,7,13],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-center","text-center","text-left"],"colSizes":[2,1,1,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Blowgun}","1 sp","1 P","20 ft.","1","L","1","Dart","{@trait Agile}, {@trait nonlethal}"],["{@indentFirst 10 blowgun darts}","5 cp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Crossbow}","3 gp","{@damage 1d8} P","120 ft.","1","1","2","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Dart}","1 cp","{@damage 1d4} P","20 ft.","—","L","1","Dart","{@trait Agile}, {@trait thrown}"],{"type":"multiRow","rows":[["{@item Hand crossbow}","3 gp","{@damage 1d6} P","60 ft.","1","L","1","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Javelin}","1 sp","{@damage 1d6} P","30 ft.","—","L","1","Dart","{@trait Thrown}"],{"type":"multiRow","rows":[["{@item Sling}","0","{@damage 1d6} B","50 ft.","1","L","1","Sling","{@trait Propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],["{@item Alchemical Bomb}*","Varies","Varies","20 ft.","—","L","1","Bomb","Varies"],{"type":"multiRow","rows":[["{@item Composite longbow}","20 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait propulsive}, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Composite shortbow}","14 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10, {@trait propulsive}"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Longbow}","6 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Shortbow}","3 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},["Uncommon Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Halfling sling staff}","5 gp","{@damage 1d10} B","80 ft.","1","1","2","Sling","{@trait Halfling}, {@trait propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["{@item Shuriken}","1 cp","{@dice 1d4} P","20 ft.","0","—","1","Dart","{@trait Agile}, {@trait monk},{@trait thrown}"]],"footnotes":["* Statistics for alchemical bombs can be found starting on page 544"]},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||source=CRB}"],"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":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"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":"statblock","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 occult tradition you can usually play an 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 divine tradition while holding a divine focus (such as a religious symbol or 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 primal tradition while holding a primal focus (such as 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":"statblock","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":"statblock","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":"statblock","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":301,"name":"Other Spell Traits","entries":["Some spells and effects have traits such as \"mental\" or \"good.\" These tell you more about the spell and how it works, and other rules might reference them. A creature might, for example, have a –2 circumstance penalty to saving throws against mental effects. Below is a glossary of a few traits you might see with important rules.",{"type":"pf2-title","name":"Auditory"},"Auditory spells rely on sound. A spell with the auditory trait has its effect only if the target can hear it. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect makes sound.",{"type":"pf2-title","name":"Darkness and Light"},"Effects with the darkness and light traits interact in specific ways. Non-magical light always shines in non-magical darkness and always fails to shine in magical darkness.","Magical light always shines in non-magical darkness but shines in magical darkness only if the light spell has a higher level than that of the darkness effect. Spells with the darkness trait or the light trait can always counteract one another, but bringing light and darkness into contact doesn't automatically do so. You must usually cast a light spell on a darkness effect directly to counteract it (and vice versa), but some spells automatically attempt to counteract opposing effects.",{"type":"pf2-title","name":"Incapacitation"},"An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated as one degree of success better or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.",{"type":"pf2-title","name":"Minion"},"Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can't use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the auditory and {@trait concentrate}s. If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals often indulge their creature comforts, and sapient minions act how they please.",{"type":"pf2-title","name":"Morph"},"Spells that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described below).","Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you'd keep the wings from your morph). The GM determines which morph effects can be used together and which can't.",{"type":"pf2-title","name":"Polymorph"},"These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.","If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.",{"type":"pf2-title","name":"Summoned"},"A creature called by a conjuration spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to cast a spell of equal or higher level than the spell that summoned it, the spell fails and the summon spell ends. Otherwise, it uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.","Immediately when you finish {@action Cast a Spell||Casting the Spell}, the summoned creature uses its 2 actions for that turn.","Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.",{"type":"pf2-title","name":"Visual"},"A visual spell can affect only creatures that can see it."],"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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"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.",{"name":"Creature Creation Rituals","type":"table","source":"CRB","page":408,"colStyles":["text-left","text-center","text-center"],"rows":[["Creature Level","Spell Level Required","Cost"],["-1 or 0","2","15 gp"],["1","2","60 gp"],["2","3","105 gp"],["3","3","180 gp"],["4","4","300 gp"],["5","4","480 gp"],["6","5","750 gp"],["7","5","1,080 gp"],["8","6","1,500 gp"],["9","6","2,100 gp"],["10","7","3,500 gp"],["11","7","4,200 gp"],["12","8","6,000 gp"],["13","8","9,000 gp"],["14","9","13,500 gp"],["15","9","19,500 gp"],["16","10","30,000 gp"],["17","10","45,000 gp"]]}],"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.","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 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":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.}"],"source":"CRB"},"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 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..pdf"],"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||4|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-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"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 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.",{"name":"Size and Reach","type":"table","source":"CRB","page":474,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Size","Space","Reach (Tall)","Reach (Long)"],["Tiny","Less than 5 feet","0 feet","0 feet"],["Small","5 feet","5 feet","5 feet"],["Medium","5 feet","5 feet","5 feet"],["Large","10 feet","10 feet","5 feet"],["Huge","15 feet","15 feet","10 feet"],["Gargantuan","20 feet or more","20 feet","15 feet"]]},"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 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":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"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.",{"name":"Travel Speed","type":"table","source":"CRB","page":479,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Speed","Feet per Minute","Miles per Hour","Miles per Day"],["10 feet","100","1","8"],["15 feet","150","1-1/2","12"],["20 feet","200","2","16"],["25 feet","250","2-1/2","20"],["30 feet","300","3","24"],["35 feet","350","3-1/2","28"],["40 feet","400","4","32"],["50 feet","500","5","40"],["60 feet","600","6","48"]]},"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 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 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 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 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 attack action during your turn, you take a –5 penalty to your attack roll. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your attack roll. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.","Some weapons and abilities reduce multiple attack penalties, such as 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 longsword in one hand and a shortsword (which has the agile trait) in your other hand, and you are going to make three Strikes with these weapons during the course of your turn. The first 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 longsword or a –4 penalty if you use the shortsword.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular Strike. It would be a –10 penalty with the longsword and a –8 penalty with the shortsword, no matter what weapon you used for your previous 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 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 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"]}],"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","page":503,"name":"Difficulty Classes","alias":["DCs"],"entries":[{"type":"pf2-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"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.",{"name":"Simple DCs","type":"table","source":"CRB","page":503,"colStyles":["text-left","text-center"],"colSizes":[2,1],"rows":[["Proficiency Rank","DC"],["Untrained","10"],["Trained","15"],["Expert","20"],["Master","30"],["Legendary","40"]]}],"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.",{"name":"DCs by Level","type":"table","source":"CRB","page":503,"labelRowIdx":[0,14],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]]],"rows":[["Level","DC","Level","DC"],["0","14","13","31"],["1","15","14","32"],["2","16","15","34"],["3","18","16","35"],["4","19","17","36"],["5","20","18","38"],["6","22","19","39"],["7","23","20","40"],["8","24","21","42"],["9","26","22","44"],["10","27","23","46"],["11","28","24","48"],["12","30","25","50"],["Spell Level*","DC"],["1st","15"],["2nd","18"],["3rd","20"],["4th","23"],["5th","26"],["6th","28"],["7th","31"],["8th","34"],["9th","36"],["10th","39"]],"footnotes":["* If a spell is uncommon or rare, its difficulty should be adjusted accordingly."]}],"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.",{"name":"DC Adjustments","type":"table","source":"CRB","page":504,"colStyles":["text-left","text-center","text-left"],"rows":[["Difficulty","Adjustment","Rarity"],["Incredibly easy","-10","—"],["Very easy","–5","—"],["Easy","–2","—"],["Hard","+2","Uncommon"],["Very hard","+5","Rare"],["Incredibly hard","+10","Unique"]]},"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).",{"name":"Creature Identification Skills","type":"table","source":"CRB","page":506,"colStyles":["text-left","text-center"],"rows":[["Creature Trait","Skills"],["Aberration","{@skill Occultism}"],["Animal","{@skill Nature}"],["Astral","{@skill Occultism}"],["Beast","{@skill Arcana}, {@skill Nature}"],["Celestial","{@skill Religion}"],["Construct","{@skill Arcana}, {@skill Crafting}"],["Dragon","{@skill Arcana}"],["Elemental","{@skill Arcana}, {@skill Nature}"],["Ethereal","{@skill Occultism}"],["Fey","{@skill Nature}"],["Fiend","{@skill Religion}"],["Fungus","{@skill Nature}"],["Humanoid","{@skill Society}"],["Monitor","{@skill Religion}"],["Ooze","{@skill Occultism}"],["Plant","{@skill Nature}"],["Spirit","{@skill Occultism}"],["Undead","{@skill Religion}"]]}],"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":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"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.",{"name":"Enviromental Features","type":"table","source":"CRB","page":513,"colStyles":["text-center","text-center","text-left"],"rows":[["Feature","Pages","Proficiency DC Band"],["Avalanche","518","Expert –legendary"],["Blizzard","518","—"],["Bog","514","Untrained –trained"],["Canopy","513","Trained –master"],["Chasm","513","—"],["Cliff","513","Trained –master"],["Collapse","518","Expert –legendary"],["Crowd","514","Trained –master"],["Current","512","Trained –master"],["Door","515","See page 515"],["Earthquake","518","Trained –legendary"],["Flood","518","Expert –legendary"],["Floor","515, 516","Untrained –expert"],["Fog","517","—"],["Gate","515","—"],["Guard","515","—"],["Hedge","514","Untrained –trained"],["Ice","512","Trained –master"],["Lava","519","Expert –legendary"],["Ledge","516","Untrained –master"],["Portcullis","515","See page 515"],["Precipitation","517","—"],["Rooftop","515","Trained –master"],["Rubble","513, 516","Untrained –expert"],["Sand","513","Untrained –expert"],["Sandstorm","519","Trained –master"],["Sewer","515","—"],["Slope","514","Untrained –trained"],["Snow","512","Untrained –expert"],["Stairs","516","Untrained –trained"],["Stalagmite","516","Trained –expert"],["Street","516","Untrained –trained"],["Temperature","517","—"],["Tornado","519","Master –legendary"],["Tree","513","Untrained –master"],["Tsunami","519","Master –legendary"],["Undergrowth","513, 514","Untrained –expert"],["Underwater Visibility","512","—"],["Volcanic Eruption","519","Trained –legendary"],["Wall","517","See page 516"],["Wildfire","519","Expert –legendary"],["Wind","517","Untrained –legendary"]]},{"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.",{"name":"Enviromental Damage","type":"table","source":"CRB","page":512,"colStyles":["text-left","text-center"],"rows":[["Category","Damage"],["Minor","{@damage 1d6}-{@damage 2d6}"],["Moderate","{@damage 4d6}-{@damage 6d6}"],["Major","{@damage 8d6}-{@damage 12d6}"],["Massive","{@damage 18d6}-{@damage 24d6}"]]}],"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.",{"name":"Temperature Effects","type":"table","source":"CRB","page":518,"rows":[["Category","Temperature","Fatigue","Damage"],["Incredible cold","–80º F or colder","2 hours","Moderate cold every minute"],["Extreme cold","–79º F to –20º F","4 hours","Minor cold every 10 minutes"],["Severe cold","–21º F to 12º F","4 hours","Minor cold every hour"],["Mild cold","13º F to 32º F","4 hours","None"],["Normal","33º F to 94º F","8 hours","None"],["Mild heat","95º F* to 104º F*","4 hours","None"],["Severe heat","105º F* to 114º F","4 hours","Minor fire every hour"],["Extreme heat","115º F to 139º F","4 hours","Minor fire every 10 minutes"],["Incredible heat","140º F or warmer","2 hours","Moderate fire every minute"]],"footnotes":["* Adjust temperatures down by 15º in areas of high humidity."]}],"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 10–11: Environmental Damage on page 512.",{"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":"tbl","page":518,"name":"TABLE 10–13: TEMPERATURE EFFECTS","entries":[{"type":"tbl","page":518,"table_head":"Category Temperature Fatigue Damage","entries":["Incredible cold –80º F or colder 2 hours Moderate cold every minute Extreme cold –79º F to –20º F 4 hours Minor cold every 10 minutes Severe cold –21º F to 12º F 4 hours Minor cold every hour Mild cold 13º F to 32º F 4 hours None Normal 33º F to 94º F 8 hours None Mild heat 95º F* to 104º F* 4 hours None Severe heat 105º F* to 114º F 4 hours Minor fire every hour Extreme heat 115º F to 139º F 4 hours Minor fire every 10 minutes Incredible heat 140º F or warmer 2 hours Moderate fire every minute * Adjust temperatures down by 15º in areas of high humidity."],"source":"CRB"}],"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-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"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.",{"name":"Hazard XP","type":"table","source":"CRB","page":521,"spans":[[[2,4]]],"labelRowIdx":[0,1],"rowStyles":["text-center"],"colStyles":["text-left","text-center","text-center"],"rows":[["XP Award"],["Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","30 XP","150 XP"]]}],"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":"dataGeneric","dataGeneric":{"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 10–5: DCs by Level on page 503 to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a 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 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 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 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"},{"name":"Encounter Budget","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-center"],"rows":[["Threat","XP Budget","Character Adjustment"],["Trivial","40 or less","10 or less"],["Low","60","15"],["Moderate","80","20"],["Severe","120","30"],["Extreme","160","40"]]},{"name":"Creature XP and Role","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-left"],"colSizes":[2,1,4],"rows":[["Creature Level","XP","Suggested Role"],["Party level –4","10","Low-threat lackey"],["Party level –3","15","Low- or moderate-threat lackey"],["Party level –2","20","Any lackey or standard creature"],["Party level –1","30","Any standard creature"],["Party level","40","Any standard creature or low-threat boss"],["Party level + 1","60","Low- or moderate-threat boss"],["Party level + 2","80","Moderate- or severe-threat boss"],["Party level + 3","120","Severe- or extreme-threat boss"],["Party level + 4","160","Extreme-threat solo boss"]]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"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 10–8: XP Awards on page 508 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"},{"name":"XP Awards","type":"table","source":"CRB","page":508,"labelRowIdx":[0,4,14,15],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[2,4]]],"rows":[["Accomplishment","XP Award"],["Minor","10 XP"],["Moderate*","30 XP"],["Major*","80 XP"],["Adversary Level","XP Award"],["Party level –4","10 XP"],["Party level –3","15 XP"],["Party level –2","20 XP"],["Party level –1","30 XP"],["Party level","40 XP"],["Party level + 1","60 XP"],["Party level + 2","80 XP"],["Party level + 3","120 XP"],["Party level + 4","160 XP"],["XP Award"],["Hazard Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","32 XP","160 XP"]]}],"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 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"},{"name":"Party Treasure by Level","type":"table","source":"CRB","page":509,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center"],"colSizes":[1,2,3,3,2,2],"rows":[["Level","Total Value","Permanent Items (By Item Level)","Consumables (By Item Level)","Party Currency","Currency per Additional PC"],["1","175 gp","{@b 2nd}: 2, {@b 1st}: 2*","{@b 2nd}: 2, {@b 1st}: 3","40 gp","10 gp"],["2","300 gp","{@b 3rd}: 2, {@b 2nd}: 2","{@b 3rd}: 2, {@b 2nd}: 2, {@b 1st}: 2","70 gp","18 gp"],["3","500 gp","{@b 4th}: 2, {@b 3rd}: 2","{@b 4th}: 2, {@b 3rd}: 2, {@b 2nd}: 2","120 gp","30 gp"],["4","850 gp","{@b 5th}: 2, {@b 4th}: 2","{@b 5th}: 2, {@b 4th}: 2, {@b 3rd}: 2","200 gp","50 gp"],["5","1,350 gp","{@b 6th}: 2, {@b 5th}: 2","{@b 6th}: 2, {@b 5th}: 2, {@b 4th}: 2","320 gp","80 gp"],["6","2,000 gp","{@b 7th}: 2, {@b 6th}: 2","{@b 7th}: 2, {@b 6th}: 2, {@b 5th}: 2","500 gp","125 gp"],["7","2,900 gp","{@b 8th}: 2, {@b 7th}: 2","{@b 8th}: 2, {@b 7th}: 2, {@b 6th}: 2","720 gp","180 gp"],["8","4,000 gp","{@b 9th}: 2, {@b 8th}: 2","{@b 9th}: 2, {@b 8th}: 2, {@b 7th}: 2","1,000 gp","250 gp"],["9","5,700 gp","{@b 10th}: 2, {@b 9th}: 2","{@b 10th}: 2, {@b 9th}: 2, {@b 8th}: 2","1,400 gp","350 gp"],["10","8,000 gp","{@b 11th}: 2, {@b 10th}: 2","{@b 11th}: 2, {@b 10th}: 2, {@b 9th}: 2","2,000 gp","500 gp"],["11","11,500 gp","{@b 12th}: 2, {@b 11th}: 2","{@b 12th}: 2, {@b 11th}: 2, {@b 10th}: 2","2,800 gp","700 gp"],["12","16,500 gp","{@b 13th}: 2, {@b 12th}: 2","{@b 13th}: 2, {@b 12th}: 2, {@b 11th}: 2","4,000 gp","1,000 gp"],["13","25,000 gp","{@b 14th}: 2, {@b 13th}: 2","{@b 14th}: 2, {@b 13th}: 2, {@b 12th}: 2","6,000 gp","1,500 gp"],["14","36,500 gp","{@b 15th}: 2, {@b 14th}: 2","{@b 15th}: 2, {@b 14th}: 2, {@b 13th}: 2","9,000 gp","2,250 gp"],["15","54,500 gp","{@b 16th}: 2, {@b 15th}: 2","{@b 16th}: 2, {@b 15th}: 2, {@b 14th}: 2","13,000 gp","3,250 gp"],["16","82,500 gp","{@b 17th}: 2, {@b 16th}: 2","{@b 17th}: 2, {@b 16th}: 2, {@b 15th}: 2","20,000 gp","5,000 gp"],["17","128,000 gp","{@b 18th}: 2, {@b 17th}: 2","{@b 18th}: 2, {@b 17th}: 2, {@b 16th}: 2","30,000 gp","7,500 gp"],["18","208,000 gp","{@b 19th}: 2, {@b 18th}: 2","{@b 19th}: 2, {@b 18th}: 2, {@b 17th}: 2","48,000 gp","12,000 gp"],["19","355,000 gp","{@b 20th}: 2, {@b 19th}: 2","{@b 20th}: 2, {@b 19th}: 2, {@b 18th}: 2","80,000 gp","20,000 gp"],["20","490,000 gp","{@b 20th}: 4","{@b 20th}: 4, {@b 19th}: 2","140,000 gp","35,000 gp"]],"footnotes":["* Many 1st-level permanent items should be items from Chapter 6 instead of magic items."]},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on 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 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"},{"name":"Character Wealth","type":"table","source":"CRB","page":511,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[1,4,2,2],"rows":[["Level","Permanent Items","Currency","Lump sum"],["1","—","15 gp","15 gp"],["2","{@b 1st}: 1","20 gp","30 gp"],["3","{@b 2nd}: 1, {@b 1st}: 2","25 gp","75 gp"],["4","{@b 3rd}: 1, {@b 2nd}: 2, {@b 1st}: 1","30 gp","140 gp"],["5","{@b 4th}: 1, {@b 3rd}: 2, {@b 2nd}: 1, {@b 1st}: 2","50 gp","270 gp"],["6","{@b 5th}: 1, {@b 4th}: 2, {@b 3rd}: 1, {@b 2nd}: 2","80 gp","450 gp"],["7","{@b 6th}: 1, {@b 5th}: 2, {@b 4th}: 1, {@b 3rd}: 2","125 gp","720 gp"],["8","{@b 7th}: 1, {@b 6th}: 2, {@b 5th}: 1, {@b 4th}: 2","180 gp","1,100 gp"],["9","{@b 8th}: 1, {@b 7th}: 2, {@b 6th}: 1, {@b 5th}: 2","250 gp","1,600 gp"],["10","{@b 9th}: 1, {@b 8th}: 2, {@b 7th}: 1, {@b 6th}: 2","350 gp","2,300 gp"],["11","{@b 10th}: 1, {@b 9th}: 2, {@b 8th}: 1, {@b 7th}: 2","500 gp","3,200 gp"],["12","{@b 11th}: 1, {@b 10th}: 2, {@b 9th}: 1, {@b 8th}: 2","700 gp","4,500 gp"],["13","{@b 12th}: 1, {@b 11th}: 2, {@b 10th}: 1, {@b 9th}: 2","1,000 gp","6,400 gp"],["14","{@b 13th}: 1, {@b 12th}: 2, {@b 11th}: 1, {@b 10th}: 2","1,500 gp","9,300 gp"],["15","{@b 14th}: 1, {@b 13th}: 2, {@b 12th}: 1, {@b 11th}: 2","2,250 gp","13,500 gp"],["16","{@b 15th}: 1, {@b 14th}: 2, {@b 13th}: 1, {@b 12th}: 2","3,250 gp","20,000 gp"],["17","{@b 16th}: 1, {@b 15th}: 2, {@b 14th}: 1, {@b 13th}: 2","5,000 gp","30,000 gp"],["18","{@b 17th}: 1, {@b 16th}: 2, {@b 15th}: 1, {@b 14th}: 2","7,500 gp","45,000 gp"],["19","{@b 18th}: 1, {@b 17th}: 2, {@b 16th}: 1, {@b 15th}: 2","12,000 gp","69,000 gp"],["20","{@b 19th}: 1, {@b 18th}: 2, {@b 17th}: 1, {@b 16th}: 2","20,000 gp","112,000 gp"]]}],"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":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"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.",{"name":"Watches and Rest","type":"table","source":"CRB","page":500,"colStyles":["text-center","text-left","text-left"],"colSizes":[1,3,3],"rows":[["Group Size","Total Time","Duration of Each Watch"],["2","16 hours","8 hours"],["3","12 hours","4 hours"],["4","10 hours, 40 minutes","2 hours, 40 minutes"],["5","10 hours","2 hours"],["6","9 hours, 36 minutes","1 hour, 36 minutes"]]}],"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."],"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 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"}]}]}} \ No newline at end of file diff --git a/data/generated/bookref-quick.json b/data/generated/bookref-quick.json index 7da49a95ec..15ca4d40bc 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","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Scrolls","Services","Shields","Shoddy Items","Weapons"]},{"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","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"]}]}},"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 minion trait, 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)."],"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."],"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} and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"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."],"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 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, or master if it's nimble."],"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 deny advantage 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, or master if it's nimble."],"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"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"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 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 1–1:","Ability Modifiers to determine its ability modifier.",{"type":"tbl","page":20,"name":"TABLE 1–1: ABILITY MODIFIERS","entries":[{"type":"tbl","page":20,"table_head":"Ability Score Modifier Ability Score Modifier","entries":["1–5 14–15 +2 2–3–4 16–17 +3 4–5–3 18–19 +4 6–7 –2 20 –21 +5 8–9–1 22 –23 +6 10–11 +0 24 –25 +7 12–13 +1 etc..."],"source":"CRB"}],"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 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 Strikes and Ranged 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 Strikes and ranged 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 Strikes and Dexterity for ranged 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 Strikes and ranged 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-title","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. Spectacles or {@filter other corrective devices|items||Subcategory=Vision} might reduce or remove this.",{"type":"pf2-title","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-title","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 Interact with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a prosthetic hand or arm 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 wheelchair, a dependable mount, or levitation or flight magic.",{"type":"pf2-title","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":"statblock","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":"statblock","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":"statblock","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.",{"name":"Animals","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center"],"rows":[["Animal","Rental Price* (per day)","Purchase Price"],{"type":"multiRow","rows":[["Dog","",""],["{@indentFirst Guard dog}","1 cp per day","2 sp"],["{@indentFirst Riding dog}","6 cp per day","4 gp"]]},{"type":"multiRow","rows":[["Horse","",""],["{@indentFirst Riding horse}","1 sp per day","8 gp"],["{@indentFirst Warhorse}","1 gp per day","30 gp (level 2)"],["{@indentFirst Pack animal}","2 cp per day","2 gp"]]},{"type":"multiRow","rows":[["Pony","",""],["{@indentFirst Riding pony}","8 cp per day","7 gp"],["{@indentFirst Warpony}","8 sp per day","24 gp (level 2)"]]}],"footnotes":["* Might require a deposit equal to the purchase Price."]},{"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.",{"name":"Barding","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"colSizes":[2,1,1,1,1,1,1,1],"labelRowIdx":[0,3],"rows":[["Light Barding","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Bulk","Strength"],["Small or Medium","10 gp","+1","+5","–1","–5 ft.","2","+3"],["Large","20 gp","+1","+5","–1","–5 ft.","4","+3"],["Heavy Barding","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Bulk","Strength"],["Small or Medium (level 2)","25 gp","+3","+3","–3","–10 ft.","4","+5"],["Large (level 3)","50 gp","+3","+3","–3","–10 ft.","8","+5"]]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"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 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 Comfort:} The armor is so comfortable that you can rest normally while wearing it.","{@b 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 Noisy:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity (page 479).",{"type":"tbl","page":275,"name":"TABLE 6–3: UNARMORED DEFENSE","entries":[{"type":"tbl","page":275,"table_head":"Unarmored Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Armor Traits","entries":["No armor—+0—————Explorer's clothing 1 sp +0 +5——L Comfort"],"source":"CRB"}],"source":"CRB"},{"type":"tbl","page":275,"name":"TABLE 6–4: ARMOR","entries":[{"type":"tbl","page":275,"table_head":"Light Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Padded armor 2 sp +1 +3——10 L—Comfort Leather 2 gp +1 +4–1—10 1——Studded leather 3 gp +2 +3–1—12 1——Chain shirt 5 gp +2 +3–1—12 1—Flexible, Noisy"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Medium Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Hide 2 gp +3 +2 –2–5 ft. 14 2 Leather—Scale mail 4 gp +3 +2 –2–5 ft. 14 2 Composite—Chain mail 6 gp +4 +1 –2–5 ft. 16 2 Chain Flexible, noisy Breastplate 8 gp +4 +1 –2–5 ft. 16 2 Plate—"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Heavy Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Splint mail (level 1) 13 gp +5 +1–3–10 ft. 16 3 Composite—Half plate (level 1) 18 gp +5 +1–3–10 ft. 16 3 Plate—Full plate (level 2) 30 gp +6 +0–3–10 ft. 18 4 Plate Bulwark"],"source":"CRB"}],"source":"CRB"}],"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 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 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 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 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"},{"name":"Unarmored Defense","type":"table","source":"CRB","page":275,"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Unarmored","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","","Bulk","Group","Armor Traits"],["No armor","—","+0","—","—","—","","—","—","—"],["Explorer's clothing","1 sp","+0","+5","—","—","","L","Cloth","Comfort"]]},{"name":"Armor","type":"table","source":"CRB","page":275,"labelRowIdx":[0,5,10],"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Light Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Padded Armor}","2 sp","+1","+3","—","—","10","L","Cloth","{@trait Comfort}"],["{@item Leather}","2 gp","+1","+4","-1","—","10","1","Leather","—"],["{@item Studded Leather}","3 gp","+2","+3","-1","—","12","1","Leather","—"],["{@item Chain shirt}","5 gp","+2","+3","-1","—","12","1","Chain","{@trait Flexible}, {@trait Noisy}"],["Medium Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Hide}","2 gp","+3","+2","–2","–5 ft.","14","2","Leather","—"],["{@item Scale mail}","4 gp","+3","+2","–2","–5 ft.","14","2","Composite","—"],["{@item Chain mail}","6 gp","+4","+1","–2","–5 ft.","16","2","Chain","{@trait Flexible}, {@trait Noisy}"],["{@item Breastplate}","8 gp","+4","+1","-2","-5 ft.","16","2","Plate","—"],["Heavy Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Splint mail} (level 1)","13 gp","+5","+1","-3","-10 ft.","16","3","Composite","—"],["{@item Half plate} (level 1)","18 gp","+5","+1","-3","-10 ft.","16","3","Plate","—"],["{@item Full plate} (level 2)","30 gp","+6","+0","-3","-10 ft.","18","4","Plate","{@trait Bulwark}"]]},{"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 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 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 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 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 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 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 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 Leather:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b 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 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 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 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.",{"name":"Damaging Armor","type":"table","source":"CRB","page":276,"labelRowIdx":[0],"colSizes":[3,1,1,1],"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Material","Hardness","HP","BT"],["Cloth ({@item explorer's clothing}, {@item padded armor})","1","4","2"],["Leather ({@item hide}, {@item leather}, {@item studded leather})","4","16","8"],["Metal ({@item breastplate}, {@item chain mail}, {@item chain shirt}, {@item full plate}, {@item half plate}, {@item scale mail}, {@item splint mail})","9","36","18"]],"intro":["Your armor's statistics are based on the material it's predominantly made from. It's not likely your armor will take damage, as explained in Item Damage on page 272."]}],"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"}],"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","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.",{"name":"Formulas","type":"table","source":"CRB","page":293,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["Item Level","Formula Price","Item Level","Formula Price"],["0*","5 sp","11","70 gp"],["1","1 gp","12","100 gp"],["2","2 gp","13","150 gp"],["3","3 gp","14","225 gp"],["4","5 gp","15","325 gp"],["5","8 gp","16","500 gp"],["6","13 gp","17","750 gp"],["7","18 gp","18","1,200 gp"],["8","25 gp","19","2,000 gp"],["9","35 gp","20","3,500 gp"],["10","50 gp","",""]],"footnotes":["* Formulas for all 0-level common items from this chapter can be purchased collectively in a {@item basic crafter's book}."]},{"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":"statblock","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 on page 577.",{"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 {@condition 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 {@condition 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"},{"name":"Changing Equipment","type":"table","source":"CRB","page":274,"colSizes":[3,1,1],"colStyles":["text-left","text-center","text-center"],"rows":[["Change","Hands","Action"],["Draw or put away a worn item, or pick up an item{@sup 1}","1 or 2","{@action Interact}"],["Pass an item to or take an item from a willing creature{@sup 2}","1 or 2","{@action Interact}"],["Drop an item to the ground","1 or 2","{@action Release}"],["Detach a shield or item strapped to you","1","{@action Interact}"],["Change your grip by removing a hand from an item","2","{@action Release}"],["Change your grip by adding a hand to an item","2","{@action Interact}"],["Retrieve an item from a backpack{@sup 3}, sack, or similar container","2","{@action Interact}"]],"footnotes":["{@sup 1} If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it.","{@sup 2} A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use.","{@sup 3} Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate {@action Interact} action."]}],"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.",{"name":"Bulk conversions","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Creature Size","Bulk Limit","Treats as Light","Treats as Negligible"],["Tiny","Half","—","none"],["Small or Med.","Standard","L","—"],["Large","×2","1 Bulk","L"],["Huge","×4","2 Bulk","1 Bulk"],["Gargantuan","×8","4 Bulk","2 Bulk"]]}],"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.",{"name":"Differently Sized Items","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Creature Size","Prize","Buk","Light Becomes","Negligible Becomes"],["Tiny","Standard","Half*","—","—"],["Small or Med.","Standard","Standard","L","—"],["Large","×2","×2","1 Bulk","L"],["Huge","×4","×4","2 Bulk","1 Bulk"],["Gargantuan","×8","×8","4 Bulk","2 Bulk"]],"footnotes":["* An item that would have its Bulk reduced below 1 has light Bulk."]},"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"},{"name":"Coin Values","type":"table","source":"CRB","page":271,"labelRowIdx":[0],"colSizes":[2,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Coins","CP","SP","GP","PP"],["Copper piece (cp)","1","1/10","1/100","1/1,000"],["Silver piece (sp)","10","1","1/10","1/100"],["Gold piece (gp)","100","10","1","1/10"],["Platinum piece (pp)","1,000","100","10","1"]]}],"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":"{@action Cast a Spell||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"},{"name":"Scroll Statistics","type":"table","source":"CRB","page":565,"colStyles":["text-center","text-center","text-center"],"rows":[["Spell Level","Item Level","Scroll Price"],["1","1","4 gp"],["2","3","12 gp"],["3","5","30 gp"],["4","7","70 gp"],["5","9","150 gp"],["6","11","300 gp"],["7","13","600 gp"],["8","15","1,300 gp"],["9","17","3,000 gp"],["10","19","8,000 gp"]]},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to Craft a scroll is much like that to 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. 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 Craft a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell.","Like other 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."],"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.",{"name":"Basic Services and Consumables","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],{"type":"multiRow","rows":[["Beverages","","",""],["{@indentFirst Mug of ale}","1 cp","L","1"],["{@indentFirst Keg of ale}","2 sp","2","2"],["{@indentFirst Pot of coffee or tea}","2 cp","L","1"],["{@indentFirst Bottle of wine}","1 sp","L","1"],["{@indentFirst Bottle of fine wine}","1 gp","L","1"]]},{"type":"multiRow","rows":[["Hireling (1 day)","","",""],["{@indentFirst Unskilled}","1 sp","",""],["{@indentFirst Skilled}","5 sp","",""]]},{"type":"multiRow","rows":[["Lodging (1 day)","","",""],["{@indentFirst Floor space}","3 cp","",""],["{@indentFirst Bed (for 1)}","1 sp","",""],["{@indentFirst Private room (for 2)}","8 sp","",""],["{@indentFirst Extravagant suite (for 6)}","10 gp","",""]]},{"type":"multiRow","rows":[["Meals","","",""],["{@indentFirst Poor meal}","1 cp","L","2"],["{@indentFirst Square meal}","3 cp","L","2"],["{@indentFirst Fine dining}","1 gp","L","2"]]},["Stabling (1 day)","2 cp","",""],["Toll","at least 1 cp","",""],{"type":"multiRow","rows":[["Transportation (per 5 miles)","","",""],["{@indentFirst Caravan}","3 cp","",""],["{@indentFirst Carriage}","2 sp","",""],["{@indentFirst Ferry or riverboat}","4 cp","",""],["{@indentFirst Sailing ship}","6 cp","",""]]}]},{"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.",{"name":"Spellcasting Services","type":"table","source":"CRB","page":294,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["Spell Level","Price*","Spell Level","Price*"],["1st","3 gp","6th","160 gp"],["2nd","7 gp","7th","360 gp"],["3rd","18 gp","8th","720 gp"],["4th","40 gp","9th","1,800 gp"],["5th","80 gp","",""]],"footnotes":["* Plus any cost required to cast the specific spell."]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"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 Raise a Shield. A buckler, however, doesn't take up your hand, so you can Raise a Shield with a 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 Raise a Shield if that hand is no longer free.","When you have a tower shield raised, you can use the Take Cover action (page 471) to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can 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 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"},{"name":"Shields","type":"table","source":"CRB","page":277,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Shield","Price","AC Bonus{@sup 1}","Speed Penalty","Bulk","Hardness","HP (BT)"],["{@item Buckler}","1 gp","+1","—","L","3","6 (3)"],["{@item Wooden shield}","1 gp","+2","—","1","3","12 (6)"],["{@item Steel shield}","2 gp","+2","—","1","5","20 (10)"],["{@item Tower shield}","10 gp","+2/+4{@sup 2}","–5 ft.","4","5","20 (10)"]],"footnotes":["{@sup 1} Gaining a shield's circumstance bonus to AC requires using the {@action Raise a Shield} action (found on page 472).","{@sup 2} Getting the higher bonus for a tower shield requires using the {@action Take Cover} action (page 471) while the shield is raised."]}],"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 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 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 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 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":278,"name":"Weapons","entries":[{"type":"pf2-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"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 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 (page 282) 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 double damage (page 451). 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"},{"name":"Unarmed Attacks","type":"table","source":"CRB","page":280,"minimizeTo":[0],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Unarmed Attack","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["Fist","—","{@dice 1d4} B","—","1","Brawling","{@trait Agile}, {@trait finesse}, {@trait nonlethal}, {@trait unarmed}"]]},{"name":"Melee Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,12,15,50,64],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Club}","0","{@dice 1d6} B","1","1","Club","{@trait Thrown} 10 ft."],["{@item Dagger}","2 sp","{@dice 1d4} P","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait thrown} 10 ft., {@trait versatile} S"],["{@item Gauntlet}","2sp","{@dice 1d4} B","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Light mace}","4 sp","{@dice 1d4} B","L","1","Club","{@trait Agile}, {@trait finesse}, {@trait shove}"],["{@item Longspear}","5 sp","{@dice 1d8} P","2","2","Spear","{@trait Reach}"],["{@item Mace}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Shove}"],["{@item Morningstar}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Versatile} P"],["{@item Sickle}","2 sp","{@dice 1d4} S","L","1","Knife","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Spear}","1 sp","{@dice 1d6} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item Spiked gauntlet}","3 sp","{@dice 1d4} P","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Staff}","0","{@dice 1d4} B","1","1","Club","{@trait Two-hand} d8"],["Uncommon Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Clan dagger}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait dwarf}, {@trait parry}, {@trait versatile} B"],["{@item Katar}","3 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait monk}"],["Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Bastard sword}","4 gp","{@dice 1d8} S","1","1","Sword","{@trait Two-hand} d12"],["{@item Battle axe}","1 gp","{@dice 1d8} S","1","1","Axe","{@trait Sweep}"],["{@item Bo staff}","2 sp","{@dice 1d8} B","2","2","Club","{@trait Monk}, {@trait parry}, {@trait reach}, {@trait trip}"],["{@item Falchion}","3 gp","{@dice 1d10} S","2","2","Sword","{@trait Forceful}, {@trait sweep}"],["{@item Flail}","8 sp","{@dice 1d6} B","1","1","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Glaive}","1 gp","{@dice 1d8} S","2","2","Polearm","{@trait Deadly} d8, {@trait forceful}, {@trait reach}"],["{@item Greataxe}","2 gp","{@dice 1d12} S","2","2","Axe","{@trait Sweep}"],["{@item Greatclub}","1 gp","{@dice 1d10} B","2","2","Club","{@trait Backswing}, {@trait shove}"],["{@item Greatpick}","1 gp","{@dice 1d10} P","2","2","Pick","{@trait Fatal} d12"],["{@item Greatsword}","2 gp","{@dice 1d12} S","2","2","Sword","{@trait Versatile} P"],["{@item Guisarme}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Reach}, {@trait trip}"],["{@item Halberd}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Reach}, {@trait versatile} S"],["{@item Hatchet}","4 sp","{@dice 1d6} S","L","1","Axe","{@trait Agile}, {@trait sweep}, {@trait thrown} 10 ft."],["{@item Lance}","1 gp","{@dice 1d8} P","2","2","Spear","{@trait Deadly} d8, {@trait jousting} d6, {@trait reach}"],["{@item Light hammer}","3 sp","{@dice 1d6} B","L","1","Hammer","{@trait Agile}, {@trait thrown} 20 ft."],["{@item Light pick}","4 sp","{@dice 1d4} P","L","1","Pick","{@trait Agile}, {@trait fatal} d8"],["{@item Longsword}","1 gp","{@dice 1d8} S","1","1","Sword","{@trait Versatile} P"],["{@item Main-gauche}","5 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait parry}, {@trait versatile} S"],["{@item Maul}","3 gp","{@dice 1d12} B","2","2","Hammer","{@trait Shove}"],["{@item Pick}","7 sp","{@dice 1d6} P","1","1","Pick","{@trait Fatal} d10"],["{@item Ranseur}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Disarm}, {@trait reach}"],["{@item Rapier}","2 gp","{@dice 1d6} P","1","1","Sword","{@trait Deadly} d8, {@trait disarm}, {@trait finesse}"],["{@item Sap}","1 sp","{@dice 1d6} B","L","1","Club","{@trait Agile}, {@trait nonlethal}"],["{@item Scimitar}","1 gp","{@dice 1d6} S","1","1","Sword","{@trait Forceful}, {@trait sweep"],["{@item Scythe}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Deadly} d10, {@trait trip}"],["{@item Shield bash}","—","{@dice 1d4} B","—","1","Shield","—"],["{@item Shield boss}","5 sp","{@dice 1d6} B","—","1","Shield","Attached to shield"],["{@item Shield spikes}","5 sp","{@dice 1d6} P","—","1","Shield","Attached to shield"],["{@item Shortsword}","9 sp","{@dice 1d6} P","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait versatile} S"],["{@item Starknife}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait finesse}, {@trait thrown} 20 ft., {@trait versatile} S"],["{@item Trident}","1 gp","{@dice 1d8} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item War flail}","2 gp","{@dice 1d10} B","2","2","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Warhammer}","1 gp","{@dice 1d8} B","1","1","Hammer","{@trait Shove}"],["{@item Whip}","1 sp","{@dice 1d4} S","1","1","Flail","{@trait Disarm}, {@trait finesse}, {@trait nonlethal}, {@trait reach}, {@trait trip}"],["Uncommon Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dogslicer}","1 sp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait backstabber}, {@trait finesse}, {@trait goblin}"],["{@item Elven Curce blade}","4 gp","{@dice 1d8} S","2","2","Sword","{@trait Elf}, {@trait finesse}, {@trait forceful}"],["{@item Filcher's fork}","1 gp","{@dice 1d4} P","L","1","Spear","{@trait Agile}, {@trait backstabber}, {@trait deadly} d6, {@trait finesse}, {@trait halfling}, {@trait thrown} 20 ft."],["{@item Gnome hooked hammer}","2 gp","{@dice 1d6} B","1","1","Hammer","{@trait Gnome}, {@trait trip}, {@trait two-hand} d10, {@trait versatile} P"],["{@item Horsechopper}","9 sp","{@dice 1d8} S","2","2","Polearm","{@trait Goblin}, {@trait reach}, {@trait trip}, {@trait versatile} P"],["{@item Kama}","1 gp","{@dice 1d6} S","L","1","Knife","{@trait Agile}, {@trait monk}, {@trait trip}"],["{@item Katana}","2 gp","{@dice 1d6} S","1","1","Sword","{@trait Deadly} d8, {@trait two-hand} d10, {@trait versatile} P"],["{@item Kukri}","6 sp","{@dice 1d6} S","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Nunchaku}","2 sp","{@dice 1d6} B","L","1","Club","{@trait Backswing}, {@trait disarm}, {@trait finesse}, {@trait monk}"],["{@item Orc knuckle dagger}","7 sp","{@dice 1d6} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait orc}"],["{@item Sai}","6 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait monk}, {@trait versatile} B"],["{@item Spiked chain}","3 gp","{@dice 1d8} S","1","2","Flail","{@trait Disarm}, {@trait finesse}, {@trait trip}"],["{@item Temple sword}","2 gp","{@dice 1d8} S","1","1","Sword","{@trait Monk}, {@trait trip}"],["Uncommon Advanced Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dwarven waraxe}","3 gp","{@dice 1d8} S","2","1","Axe","{@trait Dwarf}, {@trait sweep}, {@trait two-hand} d12"],["{@item Gnome flickmace}","3 gp","{@dice 1d8} B","2","1","Flail","{@trait Gnome}, {@trait reach}"],["{@item Orc necksplitter}","2 gp","{@dice 1d8} S","1","1","Axe","{@trait Forceful}, {@trait orc}, {@trait sweep}"],["{@item Sawtooth saber}","5 gp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait twin}"]]},{"name":"Ranged Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,7,13],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-center","text-center","text-left"],"colSizes":[2,1,1,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Blowgun}","1 sp","1 P","20 ft.","1","L","1","Dart","{@trait Agile}, {@trait nonlethal}"],["{@indentFirst 10 blowgun darts}","5 cp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Crossbow}","3 gp","{@damage 1d8} P","120 ft.","1","1","2","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Dart}","1 cp","{@damage 1d4} P","20 ft.","—","L","1","Dart","{@trait Agile}, {@trait thrown}"],{"type":"multiRow","rows":[["{@item Hand crossbow}","3 gp","{@damage 1d6} P","60 ft.","1","L","1","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Javelin}","1 sp","{@damage 1d6} P","30 ft.","—","L","1","Dart","{@trait Thrown}"],{"type":"multiRow","rows":[["{@item Sling}","0","{@damage 1d6} B","50 ft.","1","L","1","Sling","{@trait Propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],["{@item Alchemical Bomb}*","Varies","Varies","20 ft.","—","L","1","Bomb","Varies"],{"type":"multiRow","rows":[["{@item Composite longbow}","20 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait propulsive}, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Composite shortbow}","14 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10, {@trait propulsive}"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Longbow}","6 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Shortbow}","3 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},["Uncommon Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Halfling sling staff}","5 gp","{@damage 1d10} B","80 ft.","1","1","2","Sling","{@trait Halfling}, {@trait propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["{@item Shuriken}","1 cp","{@dice 1d4} P","20 ft.","0","—","1","Dart","{@trait Agile}, {@trait monk},{@trait thrown}"]],"footnotes":["* Statistics for alchemical bombs can be found starting on page 544"]},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||source=CRB}"],"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":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"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":"statblock","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 occult tradition you can usually play an 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 divine tradition while holding a divine focus (such as a religious symbol or 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 primal tradition while holding a primal focus (such as 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":"statblock","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":"statblock","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":"statblock","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":301,"name":"Other Spell Traits","entries":["Some spells and effects have traits such as \"mental\" or \"good.\" These tell you more about the spell and how it works, and other rules might reference them. A creature might, for example, have a –2 circumstance penalty to saving throws against mental effects. Below is a glossary of a few traits you might see with important rules.",{"type":"pf2-title","name":"Auditory"},"Auditory spells rely on sound. A spell with the auditory trait has its effect only if the target can hear it. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect makes sound.",{"type":"pf2-title","name":"Darkness and Light"},"Effects with the darkness and light traits interact in specific ways. Non-magical light always shines in non-magical darkness and always fails to shine in magical darkness.","Magical light always shines in non-magical darkness but shines in magical darkness only if the light spell has a higher level than that of the darkness effect. Spells with the darkness trait or the light trait can always counteract one another, but bringing light and darkness into contact doesn't automatically do so. You must usually cast a light spell on a darkness effect directly to counteract it (and vice versa), but some spells automatically attempt to counteract opposing effects.",{"type":"pf2-title","name":"Incapacitation"},"An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated as one degree of success better or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.",{"type":"pf2-title","name":"Minion"},"Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can't use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the auditory and {@trait concentrate}s. If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals often indulge their creature comforts, and sapient minions act how they please.",{"type":"pf2-title","name":"Morph"},"Spells that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described below).","Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you'd keep the wings from your morph). The GM determines which morph effects can be used together and which can't.",{"type":"pf2-title","name":"Polymorph"},"These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.","If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.",{"type":"pf2-title","name":"Summoned"},"A creature called by a conjuration spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to cast a spell of equal or higher level than the spell that summoned it, the spell fails and the summon spell ends. Otherwise, it uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.","Immediately when you finish {@action Cast a Spell||Casting the Spell}, the summoned creature uses its 2 actions for that turn.","Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.",{"type":"pf2-title","name":"Visual"},"A visual spell can affect only creatures that can see it."],"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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"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.",{"name":"Creature Creation Rituals","type":"table","source":"CRB","page":408,"colStyles":["text-left","text-center","text-center"],"rows":[["Creature Level","Spell Level Required","Cost"],["-1 or 0","2","15 gp"],["1","2","60 gp"],["2","3","105 gp"],["3","3","180 gp"],["4","4","300 gp"],["5","4","480 gp"],["6","5","750 gp"],["7","5","1,080 gp"],["8","6","1,500 gp"],["9","6","2,100 gp"],["10","7","3,500 gp"],["11","7","4,200 gp"],["12","8","6,000 gp"],["13","8","9,000 gp"],["14","9","13,500 gp"],["15","9","19,500 gp"],["16","10","30,000 gp"],["17","10","45,000 gp"]]}],"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-brown-box","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-title","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-title","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-title","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-title","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-title","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-title","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."],"source":"CRB"},{"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.","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 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":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.}"],"source":"CRB"},"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 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..pdf"],"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||4|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-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"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 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.",{"name":"Size and Reach","type":"table","source":"CRB","page":474,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Size","Space","Reach (Tall)","Reach (Long)"],["Tiny","Less than 5 feet","0 feet","0 feet"],["Small","5 feet","5 feet","5 feet"],["Medium","5 feet","5 feet","5 feet"],["Large","10 feet","10 feet","5 feet"],["Huge","15 feet","15 feet","10 feet"],["Gargantuan","20 feet or more","20 feet","15 feet"]]},"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 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-h3","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 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 reach with that weapon for this purpose."],"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":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"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.",{"name":"Travel Speed","type":"table","source":"CRB","page":479,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Speed","Feet per Minute","Miles per Hour","Miles per Day"],["10 feet","100","1","8"],["15 feet","150","1-1/2","12"],["20 feet","200","2","16"],["25 feet","250","2-1/2","20"],["30 feet","300","3","24"],["35 feet","350","3-1/2","28"],["40 feet","400","4","32"],["50 feet","500","5","40"],["60 feet","600","6","48"]]},"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":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 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 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 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 attack action during your turn, you take a –5 penalty to your attack roll. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your attack roll. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.","Some weapons and abilities reduce multiple attack penalties, such as 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 longsword in one hand and a shortsword (which has the agile trait) in your other hand, and you are going to make three Strikes with these weapons during the course of your turn. The first 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 longsword or a –4 penalty if you use the shortsword.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular Strike. It would be a –10 penalty with the longsword and a –8 penalty with the shortsword, no matter what weapon you used for your previous 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 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 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"]}],"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","page":503,"name":"Difficulty Classes","alias":["DCs"],"entries":[{"type":"pf2-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"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.",{"name":"Simple DCs","type":"table","source":"CRB","page":503,"colStyles":["text-left","text-center"],"colSizes":[2,1],"rows":[["Proficiency Rank","DC"],["Untrained","10"],["Trained","15"],["Expert","20"],["Master","30"],["Legendary","40"]]}],"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.",{"name":"DCs by Level","type":"table","source":"CRB","page":503,"labelRowIdx":[0,14],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]]],"rows":[["Level","DC","Level","DC"],["0","14","13","31"],["1","15","14","32"],["2","16","15","34"],["3","18","16","35"],["4","19","17","36"],["5","20","18","38"],["6","22","19","39"],["7","23","20","40"],["8","24","21","42"],["9","26","22","44"],["10","27","23","46"],["11","28","24","48"],["12","30","25","50"],["Spell Level*","DC"],["1st","15"],["2nd","18"],["3rd","20"],["4th","23"],["5th","26"],["6th","28"],["7th","31"],["8th","34"],["9th","36"],["10th","39"]],"footnotes":["* If a spell is uncommon or rare, its difficulty should be adjusted accordingly."]}],"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.",{"name":"DC Adjustments","type":"table","source":"CRB","page":504,"colStyles":["text-left","text-center","text-left"],"rows":[["Difficulty","Adjustment","Rarity"],["Incredibly easy","-10","—"],["Very easy","–5","—"],["Easy","–2","—"],["Hard","+2","Uncommon"],["Very hard","+5","Rare"],["Incredibly hard","+10","Unique"]]},"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).",{"name":"Creature Identification Skills","type":"table","source":"CRB","page":506,"colStyles":["text-left","text-center"],"rows":[["Creature Trait","Skills"],["Aberration","{@skill Occultism}"],["Animal","{@skill Nature}"],["Astral","{@skill Occultism}"],["Beast","{@skill Arcana}, {@skill Nature}"],["Celestial","{@skill Religion}"],["Construct","{@skill Arcana}, {@skill Crafting}"],["Dragon","{@skill Arcana}"],["Elemental","{@skill Arcana}, {@skill Nature}"],["Ethereal","{@skill Occultism}"],["Fey","{@skill Nature}"],["Fiend","{@skill Religion}"],["Fungus","{@skill Nature}"],["Humanoid","{@skill Society}"],["Monitor","{@skill Religion}"],["Ooze","{@skill Occultism}"],["Plant","{@skill Nature}"],["Spirit","{@skill Occultism}"],["Undead","{@skill Religion}"]]}],"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":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"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.",{"name":"Enviromental Features","type":"table","source":"CRB","page":513,"colStyles":["text-center","text-center","text-left"],"rows":[["Feature","Pages","Proficiency DC Band"],["Avalanche","518","Expert –legendary"],["Blizzard","518","—"],["Bog","514","Untrained –trained"],["Canopy","513","Trained –master"],["Chasm","513","—"],["Cliff","513","Trained –master"],["Collapse","518","Expert –legendary"],["Crowd","514","Trained –master"],["Current","512","Trained –master"],["Door","515","See page 515"],["Earthquake","518","Trained –legendary"],["Flood","518","Expert –legendary"],["Floor","515, 516","Untrained –expert"],["Fog","517","—"],["Gate","515","—"],["Guard","515","—"],["Hedge","514","Untrained –trained"],["Ice","512","Trained –master"],["Lava","519","Expert –legendary"],["Ledge","516","Untrained –master"],["Portcullis","515","See page 515"],["Precipitation","517","—"],["Rooftop","515","Trained –master"],["Rubble","513, 516","Untrained –expert"],["Sand","513","Untrained –expert"],["Sandstorm","519","Trained –master"],["Sewer","515","—"],["Slope","514","Untrained –trained"],["Snow","512","Untrained –expert"],["Stairs","516","Untrained –trained"],["Stalagmite","516","Trained –expert"],["Street","516","Untrained –trained"],["Temperature","517","—"],["Tornado","519","Master –legendary"],["Tree","513","Untrained –master"],["Tsunami","519","Master –legendary"],["Undergrowth","513, 514","Untrained –expert"],["Underwater Visibility","512","—"],["Volcanic Eruption","519","Trained –legendary"],["Wall","517","See page 516"],["Wildfire","519","Expert –legendary"],["Wind","517","Untrained –legendary"]]},{"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.",{"name":"Enviromental Damage","type":"table","source":"CRB","page":512,"colStyles":["text-left","text-center"],"rows":[["Category","Damage"],["Minor","{@damage 1d6}-{@damage 2d6}"],["Moderate","{@damage 4d6}-{@damage 6d6}"],["Major","{@damage 8d6}-{@damage 12d6}"],["Massive","{@damage 18d6}-{@damage 24d6}"]]}],"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.",{"name":"Temperature Effects","type":"table","source":"CRB","page":518,"rows":[["Category","Temperature","Fatigue","Damage"],["Incredible cold","–80º F or colder","2 hours","Moderate cold every minute"],["Extreme cold","–79º F to –20º F","4 hours","Minor cold every 10 minutes"],["Severe cold","–21º F to 12º F","4 hours","Minor cold every hour"],["Mild cold","13º F to 32º F","4 hours","None"],["Normal","33º F to 94º F","8 hours","None"],["Mild heat","95º F* to 104º F*","4 hours","None"],["Severe heat","105º F* to 114º F","4 hours","Minor fire every hour"],["Extreme heat","115º F to 139º F","4 hours","Minor fire every 10 minutes"],["Incredible heat","140º F or warmer","2 hours","Moderate fire every minute"]],"footnotes":["* Adjust temperatures down by 15º in areas of high humidity."]}],"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 10–11: Environmental Damage on page 512.",{"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":"tbl","page":518,"name":"TABLE 10–13: TEMPERATURE EFFECTS","entries":[{"type":"tbl","page":518,"table_head":"Category Temperature Fatigue Damage","entries":["Incredible cold –80º F or colder 2 hours Moderate cold every minute Extreme cold –79º F to –20º F 4 hours Minor cold every 10 minutes Severe cold –21º F to 12º F 4 hours Minor cold every hour Mild cold 13º F to 32º F 4 hours None Normal 33º F to 94º F 8 hours None Mild heat 95º F* to 104º F* 4 hours None Severe heat 105º F* to 114º F 4 hours Minor fire every hour Extreme heat 115º F to 139º F 4 hours Minor fire every 10 minutes Incredible heat 140º F or warmer 2 hours Moderate fire every minute * Adjust temperatures down by 15º in areas of high humidity."],"source":"CRB"}],"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-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"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.",{"name":"Hazard XP","type":"table","source":"CRB","page":521,"spans":[[[2,4]]],"labelRowIdx":[0,1],"rowStyles":["text-center"],"colStyles":["text-left","text-center","text-center"],"rows":[["XP Award"],["Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","30 XP","150 XP"]]}],"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":"dataGeneric","dataGeneric":{"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 10–5: DCs by Level on page 503 to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a 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 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 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 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"},{"name":"Encounter Budget","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-center"],"rows":[["Threat","XP Budget","Character Adjustment"],["Trivial","40 or less","10 or less"],["Low","60","15"],["Moderate","80","20"],["Severe","120","30"],["Extreme","160","40"]]},{"name":"Creature XP and Role","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-left"],"colSizes":[2,1,4],"rows":[["Creature Level","XP","Suggested Role"],["Party level –4","10","Low-threat lackey"],["Party level –3","15","Low- or moderate-threat lackey"],["Party level –2","20","Any lackey or standard creature"],["Party level –1","30","Any standard creature"],["Party level","40","Any standard creature or low-threat boss"],["Party level + 1","60","Low- or moderate-threat boss"],["Party level + 2","80","Moderate- or severe-threat boss"],["Party level + 3","120","Severe- or extreme-threat boss"],["Party level + 4","160","Extreme-threat solo boss"]]}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"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 10–8: XP Awards on page 508 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"},{"name":"XP Awards","type":"table","source":"CRB","page":508,"labelRowIdx":[0,4,14,15],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[2,4]]],"rows":[["Accomplishment","XP Award"],["Minor","10 XP"],["Moderate*","30 XP"],["Major*","80 XP"],["Adversary Level","XP Award"],["Party level –4","10 XP"],["Party level –3","15 XP"],["Party level –2","20 XP"],["Party level –1","30 XP"],["Party level","40 XP"],["Party level + 1","60 XP"],["Party level + 2","80 XP"],["Party level + 3","120 XP"],["Party level + 4","160 XP"],["XP Award"],["Hazard Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","32 XP","160 XP"]]}],"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 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"},{"name":"Party Treasure by Level","type":"table","source":"CRB","page":509,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center"],"colSizes":[1,2,3,3,2,2],"rows":[["Level","Total Value","Permanent Items (By Item Level)","Consumables (By Item Level)","Party Currency","Currency per Additional PC"],["1","175 gp","{@b 2nd}: 2, {@b 1st}: 2*","{@b 2nd}: 2, {@b 1st}: 3","40 gp","10 gp"],["2","300 gp","{@b 3rd}: 2, {@b 2nd}: 2","{@b 3rd}: 2, {@b 2nd}: 2, {@b 1st}: 2","70 gp","18 gp"],["3","500 gp","{@b 4th}: 2, {@b 3rd}: 2","{@b 4th}: 2, {@b 3rd}: 2, {@b 2nd}: 2","120 gp","30 gp"],["4","850 gp","{@b 5th}: 2, {@b 4th}: 2","{@b 5th}: 2, {@b 4th}: 2, {@b 3rd}: 2","200 gp","50 gp"],["5","1,350 gp","{@b 6th}: 2, {@b 5th}: 2","{@b 6th}: 2, {@b 5th}: 2, {@b 4th}: 2","320 gp","80 gp"],["6","2,000 gp","{@b 7th}: 2, {@b 6th}: 2","{@b 7th}: 2, {@b 6th}: 2, {@b 5th}: 2","500 gp","125 gp"],["7","2,900 gp","{@b 8th}: 2, {@b 7th}: 2","{@b 8th}: 2, {@b 7th}: 2, {@b 6th}: 2","720 gp","180 gp"],["8","4,000 gp","{@b 9th}: 2, {@b 8th}: 2","{@b 9th}: 2, {@b 8th}: 2, {@b 7th}: 2","1,000 gp","250 gp"],["9","5,700 gp","{@b 10th}: 2, {@b 9th}: 2","{@b 10th}: 2, {@b 9th}: 2, {@b 8th}: 2","1,400 gp","350 gp"],["10","8,000 gp","{@b 11th}: 2, {@b 10th}: 2","{@b 11th}: 2, {@b 10th}: 2, {@b 9th}: 2","2,000 gp","500 gp"],["11","11,500 gp","{@b 12th}: 2, {@b 11th}: 2","{@b 12th}: 2, {@b 11th}: 2, {@b 10th}: 2","2,800 gp","700 gp"],["12","16,500 gp","{@b 13th}: 2, {@b 12th}: 2","{@b 13th}: 2, {@b 12th}: 2, {@b 11th}: 2","4,000 gp","1,000 gp"],["13","25,000 gp","{@b 14th}: 2, {@b 13th}: 2","{@b 14th}: 2, {@b 13th}: 2, {@b 12th}: 2","6,000 gp","1,500 gp"],["14","36,500 gp","{@b 15th}: 2, {@b 14th}: 2","{@b 15th}: 2, {@b 14th}: 2, {@b 13th}: 2","9,000 gp","2,250 gp"],["15","54,500 gp","{@b 16th}: 2, {@b 15th}: 2","{@b 16th}: 2, {@b 15th}: 2, {@b 14th}: 2","13,000 gp","3,250 gp"],["16","82,500 gp","{@b 17th}: 2, {@b 16th}: 2","{@b 17th}: 2, {@b 16th}: 2, {@b 15th}: 2","20,000 gp","5,000 gp"],["17","128,000 gp","{@b 18th}: 2, {@b 17th}: 2","{@b 18th}: 2, {@b 17th}: 2, {@b 16th}: 2","30,000 gp","7,500 gp"],["18","208,000 gp","{@b 19th}: 2, {@b 18th}: 2","{@b 19th}: 2, {@b 18th}: 2, {@b 17th}: 2","48,000 gp","12,000 gp"],["19","355,000 gp","{@b 20th}: 2, {@b 19th}: 2","{@b 20th}: 2, {@b 19th}: 2, {@b 18th}: 2","80,000 gp","20,000 gp"],["20","490,000 gp","{@b 20th}: 4","{@b 20th}: 4, {@b 19th}: 2","140,000 gp","35,000 gp"]],"footnotes":["* Many 1st-level permanent items should be items from Chapter 6 instead of magic items."]},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on 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 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"},{"name":"Character Wealth","type":"table","source":"CRB","page":511,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[1,4,2,2],"rows":[["Level","Permanent Items","Currency","Lump sum"],["1","—","15 gp","15 gp"],["2","{@b 1st}: 1","20 gp","30 gp"],["3","{@b 2nd}: 1, {@b 1st}: 2","25 gp","75 gp"],["4","{@b 3rd}: 1, {@b 2nd}: 2, {@b 1st}: 1","30 gp","140 gp"],["5","{@b 4th}: 1, {@b 3rd}: 2, {@b 2nd}: 1, {@b 1st}: 2","50 gp","270 gp"],["6","{@b 5th}: 1, {@b 4th}: 2, {@b 3rd}: 1, {@b 2nd}: 2","80 gp","450 gp"],["7","{@b 6th}: 1, {@b 5th}: 2, {@b 4th}: 1, {@b 3rd}: 2","125 gp","720 gp"],["8","{@b 7th}: 1, {@b 6th}: 2, {@b 5th}: 1, {@b 4th}: 2","180 gp","1,100 gp"],["9","{@b 8th}: 1, {@b 7th}: 2, {@b 6th}: 1, {@b 5th}: 2","250 gp","1,600 gp"],["10","{@b 9th}: 1, {@b 8th}: 2, {@b 7th}: 1, {@b 6th}: 2","350 gp","2,300 gp"],["11","{@b 10th}: 1, {@b 9th}: 2, {@b 8th}: 1, {@b 7th}: 2","500 gp","3,200 gp"],["12","{@b 11th}: 1, {@b 10th}: 2, {@b 9th}: 1, {@b 8th}: 2","700 gp","4,500 gp"],["13","{@b 12th}: 1, {@b 11th}: 2, {@b 10th}: 1, {@b 9th}: 2","1,000 gp","6,400 gp"],["14","{@b 13th}: 1, {@b 12th}: 2, {@b 11th}: 1, {@b 10th}: 2","1,500 gp","9,300 gp"],["15","{@b 14th}: 1, {@b 13th}: 2, {@b 12th}: 1, {@b 11th}: 2","2,250 gp","13,500 gp"],["16","{@b 15th}: 1, {@b 14th}: 2, {@b 13th}: 1, {@b 12th}: 2","3,250 gp","20,000 gp"],["17","{@b 16th}: 1, {@b 15th}: 2, {@b 14th}: 1, {@b 13th}: 2","5,000 gp","30,000 gp"],["18","{@b 17th}: 1, {@b 16th}: 2, {@b 15th}: 1, {@b 14th}: 2","7,500 gp","45,000 gp"],["19","{@b 18th}: 1, {@b 17th}: 2, {@b 16th}: 1, {@b 15th}: 2","12,000 gp","69,000 gp"],["20","{@b 19th}: 1, {@b 18th}: 2, {@b 17th}: 1, {@b 16th}: 2","20,000 gp","112,000 gp"]]}],"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":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"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.",{"name":"Watches and Rest","type":"table","source":"CRB","page":500,"colStyles":["text-center","text-left","text-left"],"colSizes":[1,3,3],"rows":[["Group Size","Total Time","Duration of Each Watch"],["2","16 hours","8 hours"],["3","12 hours","4 hours"],["4","10 hours, 40 minutes","2 hours, 40 minutes"],["5","10 hours","2 hours"],["6","9 hours, 36 minutes","1 hour, 36 minutes"]]}],"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."],"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 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"}]}]}} \ 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","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Scrolls","Services","Shields","Shoddy Items","Staves","Weapons"]},{"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"]}]}},"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 minion trait, 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)."],"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."],"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} and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"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."],"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 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, or master if it's nimble."],"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 deny advantage 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, or master if it's nimble."],"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"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"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 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 1–1:","Ability Modifiers to determine its ability modifier.",{"type":"tbl","page":20,"name":"TABLE 1–1: ABILITY MODIFIERS","entries":[{"type":"tbl","page":20,"table_head":"Ability Score Modifier Ability Score Modifier","entries":["1–5 14–15 +2 2–3–4 16–17 +3 4–5–3 18–19 +4 6–7 –2 20 –21 +5 8–9–1 22 –23 +6 10–11 +0 24 –25 +7 12–13 +1 etc..."],"source":"CRB"}],"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 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 Strikes and Ranged 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 Strikes and ranged 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 Strikes and Dexterity for ranged 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 Strikes and ranged 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":"statblock","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":"statblock","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":"statblock","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.",{"name":"Animals","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center"],"rows":[["Animal","Rental Price* (per day)","Purchase Price"],{"type":"multiRow","rows":[["Dog","",""],["{@indentFirst Guard dog}","1 cp per day","2 sp"],["{@indentFirst Riding dog}","6 cp per day","4 gp"]]},{"type":"multiRow","rows":[["Horse","",""],["{@indentFirst Riding horse}","1 sp per day","8 gp"],["{@indentFirst Warhorse}","1 gp per day","30 gp (level 2)"],["{@indentFirst Pack animal}","2 cp per day","2 gp"]]},{"type":"multiRow","rows":[["Pony","",""],["{@indentFirst Riding pony}","8 cp per day","7 gp"],["{@indentFirst Warpony}","8 sp per day","24 gp (level 2)"]]}],"footnotes":["* Might require a deposit equal to the purchase Price."]},{"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.",{"name":"Barding","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"colSizes":[2,1,1,1,1,1,1,1],"labelRowIdx":[0,3],"rows":[["Light Barding","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Bulk","Strength"],["Small or Medium","10 gp","+1","+5","–1","–5 ft.","2","+3"],["Large","20 gp","+1","+5","–1","–5 ft.","4","+3"],["Heavy Barding","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Bulk","Strength"],["Small or Medium (level 2)","25 gp","+3","+3","–3","–10 ft.","4","+5"],["Large (level 3)","50 gp","+3","+3","–3","–10 ft.","8","+5"]]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"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 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 Comfort:} The armor is so comfortable that you can rest normally while wearing it.","{@b 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 Noisy:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity (page 479).",{"type":"tbl","page":275,"name":"TABLE 6–3: UNARMORED DEFENSE","entries":[{"type":"tbl","page":275,"table_head":"Unarmored Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Armor Traits","entries":["No armor—+0—————Explorer's clothing 1 sp +0 +5——L Comfort"],"source":"CRB"}],"source":"CRB"},{"type":"tbl","page":275,"name":"TABLE 6–4: ARMOR","entries":[{"type":"tbl","page":275,"table_head":"Light Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Padded armor 2 sp +1 +3——10 L—Comfort Leather 2 gp +1 +4–1—10 1——Studded leather 3 gp +2 +3–1—12 1——Chain shirt 5 gp +2 +3–1—12 1—Flexible, Noisy"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Medium Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Hide 2 gp +3 +2 –2–5 ft. 14 2 Leather—Scale mail 4 gp +3 +2 –2–5 ft. 14 2 Composite—Chain mail 6 gp +4 +1 –2–5 ft. 16 2 Chain Flexible, noisy Breastplate 8 gp +4 +1 –2–5 ft. 16 2 Plate—"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Heavy Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Splint mail (level 1) 13 gp +5 +1–3–10 ft. 16 3 Composite—Half plate (level 1) 18 gp +5 +1–3–10 ft. 16 3 Plate—Full plate (level 2) 30 gp +6 +0–3–10 ft. 18 4 Plate Bulwark"],"source":"CRB"}],"source":"CRB"}],"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 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 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 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 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"},{"name":"Unarmored Defense","type":"table","source":"CRB","page":275,"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Unarmored","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","","Bulk","Group","Armor Traits"],["No armor","—","+0","—","—","—","","—","—","—"],["Explorer's clothing","1 sp","+0","+5","—","—","","L","Cloth","Comfort"]]},{"name":"Armor","type":"table","source":"CRB","page":275,"labelRowIdx":[0,5,10],"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Light Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Padded Armor}","2 sp","+1","+3","—","—","10","L","Cloth","{@trait Comfort}"],["{@item Leather}","2 gp","+1","+4","-1","—","10","1","Leather","—"],["{@item Studded Leather}","3 gp","+2","+3","-1","—","12","1","Leather","—"],["{@item Chain shirt}","5 gp","+2","+3","-1","—","12","1","Chain","{@trait Flexible}, {@trait Noisy}"],["Medium Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Hide}","2 gp","+3","+2","–2","–5 ft.","14","2","Leather","—"],["{@item Scale mail}","4 gp","+3","+2","–2","–5 ft.","14","2","Composite","—"],["{@item Chain mail}","6 gp","+4","+1","–2","–5 ft.","16","2","Chain","{@trait Flexible}, {@trait Noisy}"],["{@item Breastplate}","8 gp","+4","+1","-2","-5 ft.","16","2","Plate","—"],["Heavy Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Splint mail} (level 1)","13 gp","+5","+1","-3","-10 ft.","16","3","Composite","—"],["{@item Half plate} (level 1)","18 gp","+5","+1","-3","-10 ft.","16","3","Plate","—"],["{@item Full plate} (level 2)","30 gp","+6","+0","-3","-10 ft.","18","4","Plate","{@trait Bulwark}"]]},{"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 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 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 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 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 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 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 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 Leather:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b 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 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 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 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.",{"name":"Damaging Armor","type":"table","source":"CRB","page":276,"labelRowIdx":[0],"colSizes":[3,1,1,1],"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Material","Hardness","HP","BT"],["Cloth ({@item explorer's clothing}, {@item padded armor})","1","4","2"],["Leather ({@item hide}, {@item leather}, {@item studded leather})","4","16","8"],["Metal ({@item breastplate}, {@item chain mail}, {@item chain shirt}, {@item full plate}, {@item half plate}, {@item scale mail}, {@item splint mail})","9","36","18"]],"intro":["Your armor's statistics are based on the material it's predominantly made from. It's not likely your armor will take damage, as explained in Item Damage on page 272."]}],"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"}],"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","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.",{"name":"Formulas","type":"table","source":"CRB","page":293,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["Item Level","Formula Price","Item Level","Formula Price"],["0*","5 sp","11","70 gp"],["1","1 gp","12","100 gp"],["2","2 gp","13","150 gp"],["3","3 gp","14","225 gp"],["4","5 gp","15","325 gp"],["5","8 gp","16","500 gp"],["6","13 gp","17","750 gp"],["7","18 gp","18","1,200 gp"],["8","25 gp","19","2,000 gp"],["9","35 gp","20","3,500 gp"],["10","50 gp","",""]],"footnotes":["* Formulas for all 0-level common items from this chapter can be purchased collectively in a {@item basic crafter's book}."]},{"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":"statblock","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 on page 577.",{"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 {@condition 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 {@condition 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"},{"name":"Changing Equipment","type":"table","source":"CRB","page":274,"colSizes":[3,1,1],"colStyles":["text-left","text-center","text-center"],"rows":[["Change","Hands","Action"],["Draw or put away a worn item, or pick up an item{@sup 1}","1 or 2","{@action Interact}"],["Pass an item to or take an item from a willing creature{@sup 2}","1 or 2","{@action Interact}"],["Drop an item to the ground","1 or 2","{@action Release}"],["Detach a shield or item strapped to you","1","{@action Interact}"],["Change your grip by removing a hand from an item","2","{@action Release}"],["Change your grip by adding a hand to an item","2","{@action Interact}"],["Retrieve an item from a backpack{@sup 3}, sack, or similar container","2","{@action Interact}"]],"footnotes":["{@sup 1} If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it.","{@sup 2} A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use.","{@sup 3} Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate {@action Interact} action."]}],"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.",{"name":"Bulk conversions","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Creature Size","Bulk Limit","Treats as Light","Treats as Negligible"],["Tiny","Half","—","none"],["Small or Med.","Standard","L","—"],["Large","×2","1 Bulk","L"],["Huge","×4","2 Bulk","1 Bulk"],["Gargantuan","×8","4 Bulk","2 Bulk"]]}],"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.",{"name":"Differently Sized Items","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Creature Size","Prize","Buk","Light Becomes","Negligible Becomes"],["Tiny","Standard","Half*","—","—"],["Small or Med.","Standard","Standard","L","—"],["Large","×2","×2","1 Bulk","L"],["Huge","×4","×4","2 Bulk","1 Bulk"],["Gargantuan","×8","×8","4 Bulk","2 Bulk"]],"footnotes":["* An item that would have its Bulk reduced below 1 has light Bulk."]},"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"},{"name":"Coin Values","type":"table","source":"CRB","page":271,"labelRowIdx":[0],"colSizes":[2,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Coins","CP","SP","GP","PP"],["Copper piece (cp)","1","1/10","1/100","1/1,000"],["Silver piece (sp)","10","1","1/10","1/100"],["Gold piece (gp)","100","10","1","1/10"],["Platinum piece (pp)","1,000","100","10","1"]]}],"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":"{@action Cast a Spell||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"},{"name":"Scroll Statistics","type":"table","source":"CRB","page":565,"colStyles":["text-center","text-center","text-center"],"rows":[["Spell Level","Item Level","Scroll Price"],["1","1","4 gp"],["2","3","12 gp"],["3","5","30 gp"],["4","7","70 gp"],["5","9","150 gp"],["6","11","300 gp"],["7","13","600 gp"],["8","15","1,300 gp"],["9","17","3,000 gp"],["10","19","8,000 gp"]]},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to Craft a scroll is much like that to 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. 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 Craft a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell.","Like other 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."],"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.",{"name":"Basic Services and Consumables","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],{"type":"multiRow","rows":[["Beverages","","",""],["{@indentFirst Mug of ale}","1 cp","L","1"],["{@indentFirst Keg of ale}","2 sp","2","2"],["{@indentFirst Pot of coffee or tea}","2 cp","L","1"],["{@indentFirst Bottle of wine}","1 sp","L","1"],["{@indentFirst Bottle of fine wine}","1 gp","L","1"]]},{"type":"multiRow","rows":[["Hireling (1 day)","","",""],["{@indentFirst Unskilled}","1 sp","",""],["{@indentFirst Skilled}","5 sp","",""]]},{"type":"multiRow","rows":[["Lodging (1 day)","","",""],["{@indentFirst Floor space}","3 cp","",""],["{@indentFirst Bed (for 1)}","1 sp","",""],["{@indentFirst Private room (for 2)}","8 sp","",""],["{@indentFirst Extravagant suite (for 6)}","10 gp","",""]]},{"type":"multiRow","rows":[["Meals","","",""],["{@indentFirst Poor meal}","1 cp","L","2"],["{@indentFirst Square meal}","3 cp","L","2"],["{@indentFirst Fine dining}","1 gp","L","2"]]},["Stabling (1 day)","2 cp","",""],["Toll","at least 1 cp","",""],{"type":"multiRow","rows":[["Transportation (per 5 miles)","","",""],["{@indentFirst Caravan}","3 cp","",""],["{@indentFirst Carriage}","2 sp","",""],["{@indentFirst Ferry or riverboat}","4 cp","",""],["{@indentFirst Sailing ship}","6 cp","",""]]}]},{"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.",{"name":"Spellcasting Services","type":"table","source":"CRB","page":294,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["Spell Level","Price*","Spell Level","Price*"],["1st","3 gp","6th","160 gp"],["2nd","7 gp","7th","360 gp"],["3rd","18 gp","8th","720 gp"],["4th","40 gp","9th","1,800 gp"],["5th","80 gp","",""]],"footnotes":["* Plus any cost required to cast the specific spell."]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"{@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"},{"name":"Shields","type":"table","source":"CRB","page":277,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Shield","Price","AC Bonus{@sup 1}","Speed Penalty","Bulk","Hardness","HP (BT)"],["{@item Buckler}","1 gp","+1","—","L","3","6 (3)"],["{@item Wooden shield}","1 gp","+2","—","1","3","12 (6)"],["{@item Steel shield}","2 gp","+2","—","1","5","20 (10)"],["{@item Tower shield}","10 gp","+2/+4{@sup 2}","–5 ft.","4","5","20 (10)"]],"footnotes":["{@sup 1} Gaining a shield's circumstance bonus to AC requires using the {@action Raise a Shield} action (found on page 472).","{@sup 2} Getting the higher bonus for a tower shield requires using the {@action Take Cover} action (page 471) while the shield is raised."]}],"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 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 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 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 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":278,"name":"Weapons","entries":[{"type":"pf2-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"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 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 (page 282) 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 double damage (page 451). 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"},{"name":"Unarmed Attacks","type":"table","source":"CRB","page":280,"minimizeTo":[0],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Unarmed Attack","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["Fist","—","{@dice 1d4} B","—","1","Brawling","{@trait Agile}, {@trait finesse}, {@trait nonlethal}, {@trait unarmed}"]]},{"name":"Melee Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,12,15,50,64],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Club}","0","{@dice 1d6} B","1","1","Club","{@trait Thrown} 10 ft."],["{@item Dagger}","2 sp","{@dice 1d4} P","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait thrown} 10 ft., {@trait versatile} S"],["{@item Gauntlet}","2sp","{@dice 1d4} B","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Light mace}","4 sp","{@dice 1d4} B","L","1","Club","{@trait Agile}, {@trait finesse}, {@trait shove}"],["{@item Longspear}","5 sp","{@dice 1d8} P","2","2","Spear","{@trait Reach}"],["{@item Mace}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Shove}"],["{@item Morningstar}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Versatile} P"],["{@item Sickle}","2 sp","{@dice 1d4} S","L","1","Knife","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Spear}","1 sp","{@dice 1d6} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item Spiked gauntlet}","3 sp","{@dice 1d4} P","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Staff}","0","{@dice 1d4} B","1","1","Club","{@trait Two-hand} d8"],["Uncommon Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Clan dagger}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait dwarf}, {@trait parry}, {@trait versatile} B"],["{@item Katar}","3 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait monk}"],["Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Bastard sword}","4 gp","{@dice 1d8} S","1","1","Sword","{@trait Two-hand} d12"],["{@item Battle axe}","1 gp","{@dice 1d8} S","1","1","Axe","{@trait Sweep}"],["{@item Bo staff}","2 sp","{@dice 1d8} B","2","2","Club","{@trait Monk}, {@trait parry}, {@trait reach}, {@trait trip}"],["{@item Falchion}","3 gp","{@dice 1d10} S","2","2","Sword","{@trait Forceful}, {@trait sweep}"],["{@item Flail}","8 sp","{@dice 1d6} B","1","1","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Glaive}","1 gp","{@dice 1d8} S","2","2","Polearm","{@trait Deadly} d8, {@trait forceful}, {@trait reach}"],["{@item Greataxe}","2 gp","{@dice 1d12} S","2","2","Axe","{@trait Sweep}"],["{@item Greatclub}","1 gp","{@dice 1d10} B","2","2","Club","{@trait Backswing}, {@trait shove}"],["{@item Greatpick}","1 gp","{@dice 1d10} P","2","2","Pick","{@trait Fatal} d12"],["{@item Greatsword}","2 gp","{@dice 1d12} S","2","2","Sword","{@trait Versatile} P"],["{@item Guisarme}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Reach}, {@trait trip}"],["{@item Halberd}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Reach}, {@trait versatile} S"],["{@item Hatchet}","4 sp","{@dice 1d6} S","L","1","Axe","{@trait Agile}, {@trait sweep}, {@trait thrown} 10 ft."],["{@item Lance}","1 gp","{@dice 1d8} P","2","2","Spear","{@trait Deadly} d8, {@trait jousting} d6, {@trait reach}"],["{@item Light hammer}","3 sp","{@dice 1d6} B","L","1","Hammer","{@trait Agile}, {@trait thrown} 20 ft."],["{@item Light pick}","4 sp","{@dice 1d4} P","L","1","Pick","{@trait Agile}, {@trait fatal} d8"],["{@item Longsword}","1 gp","{@dice 1d8} S","1","1","Sword","{@trait Versatile} P"],["{@item Main-gauche}","5 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait parry}, {@trait versatile} S"],["{@item Maul}","3 gp","{@dice 1d12} B","2","2","Hammer","{@trait Shove}"],["{@item Pick}","7 sp","{@dice 1d6} P","1","1","Pick","{@trait Fatal} d10"],["{@item Ranseur}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Disarm}, {@trait reach}"],["{@item Rapier}","2 gp","{@dice 1d6} P","1","1","Sword","{@trait Deadly} d8, {@trait disarm}, {@trait finesse}"],["{@item Sap}","1 sp","{@dice 1d6} B","L","1","Club","{@trait Agile}, {@trait nonlethal}"],["{@item Scimitar}","1 gp","{@dice 1d6} S","1","1","Sword","{@trait Forceful}, {@trait sweep"],["{@item Scythe}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Deadly} d10, {@trait trip}"],["{@item Shield bash}","—","{@dice 1d4} B","—","1","Shield","—"],["{@item Shield boss}","5 sp","{@dice 1d6} B","—","1","Shield","Attached to shield"],["{@item Shield spikes}","5 sp","{@dice 1d6} P","—","1","Shield","Attached to shield"],["{@item Shortsword}","9 sp","{@dice 1d6} P","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait versatile} S"],["{@item Starknife}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait finesse}, {@trait thrown} 20 ft., {@trait versatile} S"],["{@item Trident}","1 gp","{@dice 1d8} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item War flail}","2 gp","{@dice 1d10} B","2","2","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Warhammer}","1 gp","{@dice 1d8} B","1","1","Hammer","{@trait Shove}"],["{@item Whip}","1 sp","{@dice 1d4} S","1","1","Flail","{@trait Disarm}, {@trait finesse}, {@trait nonlethal}, {@trait reach}, {@trait trip}"],["Uncommon Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dogslicer}","1 sp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait backstabber}, {@trait finesse}, {@trait goblin}"],["{@item Elven Curce blade}","4 gp","{@dice 1d8} S","2","2","Sword","{@trait Elf}, {@trait finesse}, {@trait forceful}"],["{@item Filcher's fork}","1 gp","{@dice 1d4} P","L","1","Spear","{@trait Agile}, {@trait backstabber}, {@trait deadly} d6, {@trait finesse}, {@trait halfling}, {@trait thrown} 20 ft."],["{@item Gnome hooked hammer}","2 gp","{@dice 1d6} B","1","1","Hammer","{@trait Gnome}, {@trait trip}, {@trait two-hand} d10, {@trait versatile} P"],["{@item Horsechopper}","9 sp","{@dice 1d8} S","2","2","Polearm","{@trait Goblin}, {@trait reach}, {@trait trip}, {@trait versatile} P"],["{@item Kama}","1 gp","{@dice 1d6} S","L","1","Knife","{@trait Agile}, {@trait monk}, {@trait trip}"],["{@item Katana}","2 gp","{@dice 1d6} S","1","1","Sword","{@trait Deadly} d8, {@trait two-hand} d10, {@trait versatile} P"],["{@item Kukri}","6 sp","{@dice 1d6} S","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Nunchaku}","2 sp","{@dice 1d6} B","L","1","Club","{@trait Backswing}, {@trait disarm}, {@trait finesse}, {@trait monk}"],["{@item Orc knuckle dagger}","7 sp","{@dice 1d6} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait orc}"],["{@item Sai}","6 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait monk}, {@trait versatile} B"],["{@item Spiked chain}","3 gp","{@dice 1d8} S","1","2","Flail","{@trait Disarm}, {@trait finesse}, {@trait trip}"],["{@item Temple sword}","2 gp","{@dice 1d8} S","1","1","Sword","{@trait Monk}, {@trait trip}"],["Uncommon Advanced Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dwarven waraxe}","3 gp","{@dice 1d8} S","2","1","Axe","{@trait Dwarf}, {@trait sweep}, {@trait two-hand} d12"],["{@item Gnome flickmace}","3 gp","{@dice 1d8} B","2","1","Flail","{@trait Gnome}, {@trait reach}"],["{@item Orc necksplitter}","2 gp","{@dice 1d8} S","1","1","Axe","{@trait Forceful}, {@trait orc}, {@trait sweep}"],["{@item Sawtooth saber}","5 gp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait twin}"]]},{"name":"Ranged Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,7,13],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-center","text-center","text-left"],"colSizes":[2,1,1,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Blowgun}","1 sp","1 P","20 ft.","1","L","1","Dart","{@trait Agile}, {@trait nonlethal}"],["{@indentFirst 10 blowgun darts}","5 cp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Crossbow}","3 gp","{@damage 1d8} P","120 ft.","1","1","2","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Dart}","1 cp","{@damage 1d4} P","20 ft.","—","L","1","Dart","{@trait Agile}, {@trait thrown}"],{"type":"multiRow","rows":[["{@item Hand crossbow}","3 gp","{@damage 1d6} P","60 ft.","1","L","1","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Javelin}","1 sp","{@damage 1d6} P","30 ft.","—","L","1","Dart","{@trait Thrown}"],{"type":"multiRow","rows":[["{@item Sling}","0","{@damage 1d6} B","50 ft.","1","L","1","Sling","{@trait Propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],["{@item Alchemical Bomb}*","Varies","Varies","20 ft.","—","L","1","Bomb","Varies"],{"type":"multiRow","rows":[["{@item Composite longbow}","20 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait propulsive}, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Composite shortbow}","14 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10, {@trait propulsive}"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Longbow}","6 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Shortbow}","3 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},["Uncommon Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Halfling sling staff}","5 gp","{@damage 1d10} B","80 ft.","1","1","2","Sling","{@trait Halfling}, {@trait propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["{@item Shuriken}","1 cp","{@dice 1d4} P","20 ft.","0","—","1","Dart","{@trait Agile}, {@trait monk},{@trait thrown}"]],"footnotes":["* Statistics for alchemical bombs can be found starting on page 544"]},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||source=CRB}"],"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":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"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":"statblock","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 occult tradition you can usually play an 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 divine tradition while holding a divine focus (such as a religious symbol or 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 primal tradition while holding a primal focus (such as 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":"statblock","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":"statblock","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":"statblock","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":301,"name":"Other Spell Traits","entries":["Some spells and effects have traits such as \"mental\" or \"good.\" These tell you more about the spell and how it works, and other rules might reference them. A creature might, for example, have a –2 circumstance penalty to saving throws against mental effects. Below is a glossary of a few traits you might see with important rules.",{"type":"pf2-title","name":"Auditory"},"Auditory spells rely on sound. A spell with the auditory trait has its effect only if the target can hear it. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect makes sound.",{"type":"pf2-title","name":"Darkness and Light"},"Effects with the darkness and light traits interact in specific ways. Non-magical light always shines in non-magical darkness and always fails to shine in magical darkness.","Magical light always shines in non-magical darkness but shines in magical darkness only if the light spell has a higher level than that of the darkness effect. Spells with the darkness trait or the light trait can always counteract one another, but bringing light and darkness into contact doesn't automatically do so. You must usually cast a light spell on a darkness effect directly to counteract it (and vice versa), but some spells automatically attempt to counteract opposing effects.",{"type":"pf2-title","name":"Incapacitation"},"An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated as one degree of success better or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.",{"type":"pf2-title","name":"Minion"},"Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can't use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the auditory and {@trait concentrate}s. If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals often indulge their creature comforts, and sapient minions act how they please.",{"type":"pf2-title","name":"Morph"},"Spells that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described below).","Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you'd keep the wings from your morph). The GM determines which morph effects can be used together and which can't.",{"type":"pf2-title","name":"Polymorph"},"These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.","If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.",{"type":"pf2-title","name":"Summoned"},"A creature called by a conjuration spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to cast a spell of equal or higher level than the spell that summoned it, the spell fails and the summon spell ends. Otherwise, it uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.","Immediately when you finish {@action Cast a Spell||Casting the Spell}, the summoned creature uses its 2 actions for that turn.","Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.",{"type":"pf2-title","name":"Visual"},"A visual spell can affect only creatures that can see it."],"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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"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.",{"name":"Creature Creation Rituals","type":"table","source":"CRB","page":408,"colStyles":["text-left","text-center","text-center"],"rows":[["Creature Level","Spell Level Required","Cost"],["-1 or 0","2","15 gp"],["1","2","60 gp"],["2","3","105 gp"],["3","3","180 gp"],["4","4","300 gp"],["5","4","480 gp"],["6","5","750 gp"],["7","5","1,080 gp"],["8","6","1,500 gp"],["9","6","2,100 gp"],["10","7","3,500 gp"],["11","7","4,200 gp"],["12","8","6,000 gp"],["13","8","9,000 gp"],["14","9","13,500 gp"],["15","9","19,500 gp"],["16","10","30,000 gp"],["17","10","45,000 gp"]]}],"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.","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 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":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.}"],"source":"CRB"},"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 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..pdf"],"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||4|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-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"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 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.",{"name":"Size and Reach","type":"table","source":"CRB","page":474,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Size","Space","Reach (Tall)","Reach (Long)"],["Tiny","Less than 5 feet","0 feet","0 feet"],["Small","5 feet","5 feet","5 feet"],["Medium","5 feet","5 feet","5 feet"],["Large","10 feet","10 feet","5 feet"],["Huge","15 feet","15 feet","10 feet"],["Gargantuan","20 feet or more","20 feet","15 feet"]]},"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 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":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"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.",{"name":"Travel Speed","type":"table","source":"CRB","page":479,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Speed","Feet per Minute","Miles per Hour","Miles per Day"],["10 feet","100","1","8"],["15 feet","150","1-1/2","12"],["20 feet","200","2","16"],["25 feet","250","2-1/2","20"],["30 feet","300","3","24"],["35 feet","350","3-1/2","28"],["40 feet","400","4","32"],["50 feet","500","5","40"],["60 feet","600","6","48"]]},"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 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 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 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 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 attack action during your turn, you take a –5 penalty to your attack roll. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your attack roll. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.","Some weapons and abilities reduce multiple attack penalties, such as 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 longsword in one hand and a shortsword (which has the agile trait) in your other hand, and you are going to make three Strikes with these weapons during the course of your turn. The first 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 longsword or a –4 penalty if you use the shortsword.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular Strike. It would be a –10 penalty with the longsword and a –8 penalty with the shortsword, no matter what weapon you used for your previous 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 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 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"]}],"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","page":503,"name":"Difficulty Classes","alias":["DCs"],"entries":[{"type":"pf2-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"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.",{"name":"Simple DCs","type":"table","source":"CRB","page":503,"colStyles":["text-left","text-center"],"colSizes":[2,1],"rows":[["Proficiency Rank","DC"],["Untrained","10"],["Trained","15"],["Expert","20"],["Master","30"],["Legendary","40"]]}],"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.",{"name":"DCs by Level","type":"table","source":"CRB","page":503,"labelRowIdx":[0,14],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]]],"rows":[["Level","DC","Level","DC"],["0","14","13","31"],["1","15","14","32"],["2","16","15","34"],["3","18","16","35"],["4","19","17","36"],["5","20","18","38"],["6","22","19","39"],["7","23","20","40"],["8","24","21","42"],["9","26","22","44"],["10","27","23","46"],["11","28","24","48"],["12","30","25","50"],["Spell Level*","DC"],["1st","15"],["2nd","18"],["3rd","20"],["4th","23"],["5th","26"],["6th","28"],["7th","31"],["8th","34"],["9th","36"],["10th","39"]],"footnotes":["* If a spell is uncommon or rare, its difficulty should be adjusted accordingly."]}],"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.",{"name":"DC Adjustments","type":"table","source":"CRB","page":504,"colStyles":["text-left","text-center","text-left"],"rows":[["Difficulty","Adjustment","Rarity"],["Incredibly easy","-10","—"],["Very easy","–5","—"],["Easy","–2","—"],["Hard","+2","Uncommon"],["Very hard","+5","Rare"],["Incredibly hard","+10","Unique"]]},"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).",{"name":"Creature Identification Skills","type":"table","source":"CRB","page":506,"colStyles":["text-left","text-center"],"rows":[["Creature Trait","Skills"],["Aberration","{@skill Occultism}"],["Animal","{@skill Nature}"],["Astral","{@skill Occultism}"],["Beast","{@skill Arcana}, {@skill Nature}"],["Celestial","{@skill Religion}"],["Construct","{@skill Arcana}, {@skill Crafting}"],["Dragon","{@skill Arcana}"],["Elemental","{@skill Arcana}, {@skill Nature}"],["Ethereal","{@skill Occultism}"],["Fey","{@skill Nature}"],["Fiend","{@skill Religion}"],["Fungus","{@skill Nature}"],["Humanoid","{@skill Society}"],["Monitor","{@skill Religion}"],["Ooze","{@skill Occultism}"],["Plant","{@skill Nature}"],["Spirit","{@skill Occultism}"],["Undead","{@skill Religion}"]]}],"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":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"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.",{"name":"Enviromental Features","type":"table","source":"CRB","page":513,"colStyles":["text-center","text-center","text-left"],"rows":[["Feature","Pages","Proficiency DC Band"],["Avalanche","518","Expert –legendary"],["Blizzard","518","—"],["Bog","514","Untrained –trained"],["Canopy","513","Trained –master"],["Chasm","513","—"],["Cliff","513","Trained –master"],["Collapse","518","Expert –legendary"],["Crowd","514","Trained –master"],["Current","512","Trained –master"],["Door","515","See page 515"],["Earthquake","518","Trained –legendary"],["Flood","518","Expert –legendary"],["Floor","515, 516","Untrained –expert"],["Fog","517","—"],["Gate","515","—"],["Guard","515","—"],["Hedge","514","Untrained –trained"],["Ice","512","Trained –master"],["Lava","519","Expert –legendary"],["Ledge","516","Untrained –master"],["Portcullis","515","See page 515"],["Precipitation","517","—"],["Rooftop","515","Trained –master"],["Rubble","513, 516","Untrained –expert"],["Sand","513","Untrained –expert"],["Sandstorm","519","Trained –master"],["Sewer","515","—"],["Slope","514","Untrained –trained"],["Snow","512","Untrained –expert"],["Stairs","516","Untrained –trained"],["Stalagmite","516","Trained –expert"],["Street","516","Untrained –trained"],["Temperature","517","—"],["Tornado","519","Master –legendary"],["Tree","513","Untrained –master"],["Tsunami","519","Master –legendary"],["Undergrowth","513, 514","Untrained –expert"],["Underwater Visibility","512","—"],["Volcanic Eruption","519","Trained –legendary"],["Wall","517","See page 516"],["Wildfire","519","Expert –legendary"],["Wind","517","Untrained –legendary"]]},{"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.",{"name":"Enviromental Damage","type":"table","source":"CRB","page":512,"colStyles":["text-left","text-center"],"rows":[["Category","Damage"],["Minor","{@damage 1d6}-{@damage 2d6}"],["Moderate","{@damage 4d6}-{@damage 6d6}"],["Major","{@damage 8d6}-{@damage 12d6}"],["Massive","{@damage 18d6}-{@damage 24d6}"]]}],"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.",{"name":"Temperature Effects","type":"table","source":"CRB","page":518,"rows":[["Category","Temperature","Fatigue","Damage"],["Incredible cold","–80º F or colder","2 hours","Moderate cold every minute"],["Extreme cold","–79º F to –20º F","4 hours","Minor cold every 10 minutes"],["Severe cold","–21º F to 12º F","4 hours","Minor cold every hour"],["Mild cold","13º F to 32º F","4 hours","None"],["Normal","33º F to 94º F","8 hours","None"],["Mild heat","95º F* to 104º F*","4 hours","None"],["Severe heat","105º F* to 114º F","4 hours","Minor fire every hour"],["Extreme heat","115º F to 139º F","4 hours","Minor fire every 10 minutes"],["Incredible heat","140º F or warmer","2 hours","Moderate fire every minute"]],"footnotes":["* Adjust temperatures down by 15º in areas of high humidity."]}],"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 10–11: Environmental Damage on page 512.",{"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":"tbl","page":518,"name":"TABLE 10–13: TEMPERATURE EFFECTS","entries":[{"type":"tbl","page":518,"table_head":"Category Temperature Fatigue Damage","entries":["Incredible cold –80º F or colder 2 hours Moderate cold every minute Extreme cold –79º F to –20º F 4 hours Minor cold every 10 minutes Severe cold –21º F to 12º F 4 hours Minor cold every hour Mild cold 13º F to 32º F 4 hours None Normal 33º F to 94º F 8 hours None Mild heat 95º F* to 104º F* 4 hours None Severe heat 105º F* to 114º F 4 hours Minor fire every hour Extreme heat 115º F to 139º F 4 hours Minor fire every 10 minutes Incredible heat 140º F or warmer 2 hours Moderate fire every minute * Adjust temperatures down by 15º in areas of high humidity."],"source":"CRB"}],"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-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"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.",{"name":"Hazard XP","type":"table","source":"CRB","page":521,"spans":[[[2,4]]],"labelRowIdx":[0,1],"rowStyles":["text-center"],"colStyles":["text-left","text-center","text-center"],"rows":[["XP Award"],["Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","30 XP","150 XP"]]}],"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":"dataGeneric","dataGeneric":{"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 10–5: DCs by Level on page 503 to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a 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 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 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 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"},{"name":"Encounter Budget","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-center"],"rows":[["Threat","XP Budget","Character Adjustment"],["Trivial","40 or less","10 or less"],["Low","60","15"],["Moderate","80","20"],["Severe","120","30"],["Extreme","160","40"]]},{"name":"Creature XP and Role","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-left"],"colSizes":[2,1,4],"rows":[["Creature Level","XP","Suggested Role"],["Party level –4","10","Low-threat lackey"],["Party level –3","15","Low- or moderate-threat lackey"],["Party level –2","20","Any lackey or standard creature"],["Party level –1","30","Any standard creature"],["Party level","40","Any standard creature or low-threat boss"],["Party level + 1","60","Low- or moderate-threat boss"],["Party level + 2","80","Moderate- or severe-threat boss"],["Party level + 3","120","Severe- or extreme-threat boss"],["Party level + 4","160","Extreme-threat solo boss"]]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"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 10–8: XP Awards on page 508 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"},{"name":"XP Awards","type":"table","source":"CRB","page":508,"labelRowIdx":[0,4,14,15],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[2,4]]],"rows":[["Accomplishment","XP Award"],["Minor","10 XP"],["Moderate*","30 XP"],["Major*","80 XP"],["Adversary Level","XP Award"],["Party level –4","10 XP"],["Party level –3","15 XP"],["Party level –2","20 XP"],["Party level –1","30 XP"],["Party level","40 XP"],["Party level + 1","60 XP"],["Party level + 2","80 XP"],["Party level + 3","120 XP"],["Party level + 4","160 XP"],["XP Award"],["Hazard Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","32 XP","160 XP"]]}],"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 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"},{"name":"Party Treasure by Level","type":"table","source":"CRB","page":509,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center"],"colSizes":[1,2,3,3,2,2],"rows":[["Level","Total Value","Permanent Items (By Item Level)","Consumables (By Item Level)","Party Currency","Currency per Additional PC"],["1","175 gp","{@b 2nd}: 2, {@b 1st}: 2*","{@b 2nd}: 2, {@b 1st}: 3","40 gp","10 gp"],["2","300 gp","{@b 3rd}: 2, {@b 2nd}: 2","{@b 3rd}: 2, {@b 2nd}: 2, {@b 1st}: 2","70 gp","18 gp"],["3","500 gp","{@b 4th}: 2, {@b 3rd}: 2","{@b 4th}: 2, {@b 3rd}: 2, {@b 2nd}: 2","120 gp","30 gp"],["4","850 gp","{@b 5th}: 2, {@b 4th}: 2","{@b 5th}: 2, {@b 4th}: 2, {@b 3rd}: 2","200 gp","50 gp"],["5","1,350 gp","{@b 6th}: 2, {@b 5th}: 2","{@b 6th}: 2, {@b 5th}: 2, {@b 4th}: 2","320 gp","80 gp"],["6","2,000 gp","{@b 7th}: 2, {@b 6th}: 2","{@b 7th}: 2, {@b 6th}: 2, {@b 5th}: 2","500 gp","125 gp"],["7","2,900 gp","{@b 8th}: 2, {@b 7th}: 2","{@b 8th}: 2, {@b 7th}: 2, {@b 6th}: 2","720 gp","180 gp"],["8","4,000 gp","{@b 9th}: 2, {@b 8th}: 2","{@b 9th}: 2, {@b 8th}: 2, {@b 7th}: 2","1,000 gp","250 gp"],["9","5,700 gp","{@b 10th}: 2, {@b 9th}: 2","{@b 10th}: 2, {@b 9th}: 2, {@b 8th}: 2","1,400 gp","350 gp"],["10","8,000 gp","{@b 11th}: 2, {@b 10th}: 2","{@b 11th}: 2, {@b 10th}: 2, {@b 9th}: 2","2,000 gp","500 gp"],["11","11,500 gp","{@b 12th}: 2, {@b 11th}: 2","{@b 12th}: 2, {@b 11th}: 2, {@b 10th}: 2","2,800 gp","700 gp"],["12","16,500 gp","{@b 13th}: 2, {@b 12th}: 2","{@b 13th}: 2, {@b 12th}: 2, {@b 11th}: 2","4,000 gp","1,000 gp"],["13","25,000 gp","{@b 14th}: 2, {@b 13th}: 2","{@b 14th}: 2, {@b 13th}: 2, {@b 12th}: 2","6,000 gp","1,500 gp"],["14","36,500 gp","{@b 15th}: 2, {@b 14th}: 2","{@b 15th}: 2, {@b 14th}: 2, {@b 13th}: 2","9,000 gp","2,250 gp"],["15","54,500 gp","{@b 16th}: 2, {@b 15th}: 2","{@b 16th}: 2, {@b 15th}: 2, {@b 14th}: 2","13,000 gp","3,250 gp"],["16","82,500 gp","{@b 17th}: 2, {@b 16th}: 2","{@b 17th}: 2, {@b 16th}: 2, {@b 15th}: 2","20,000 gp","5,000 gp"],["17","128,000 gp","{@b 18th}: 2, {@b 17th}: 2","{@b 18th}: 2, {@b 17th}: 2, {@b 16th}: 2","30,000 gp","7,500 gp"],["18","208,000 gp","{@b 19th}: 2, {@b 18th}: 2","{@b 19th}: 2, {@b 18th}: 2, {@b 17th}: 2","48,000 gp","12,000 gp"],["19","355,000 gp","{@b 20th}: 2, {@b 19th}: 2","{@b 20th}: 2, {@b 19th}: 2, {@b 18th}: 2","80,000 gp","20,000 gp"],["20","490,000 gp","{@b 20th}: 4","{@b 20th}: 4, {@b 19th}: 2","140,000 gp","35,000 gp"]],"footnotes":["* Many 1st-level permanent items should be items from Chapter 6 instead of magic items."]},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on 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 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"},{"name":"Character Wealth","type":"table","source":"CRB","page":511,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[1,4,2,2],"rows":[["Level","Permanent Items","Currency","Lump sum"],["1","—","15 gp","15 gp"],["2","{@b 1st}: 1","20 gp","30 gp"],["3","{@b 2nd}: 1, {@b 1st}: 2","25 gp","75 gp"],["4","{@b 3rd}: 1, {@b 2nd}: 2, {@b 1st}: 1","30 gp","140 gp"],["5","{@b 4th}: 1, {@b 3rd}: 2, {@b 2nd}: 1, {@b 1st}: 2","50 gp","270 gp"],["6","{@b 5th}: 1, {@b 4th}: 2, {@b 3rd}: 1, {@b 2nd}: 2","80 gp","450 gp"],["7","{@b 6th}: 1, {@b 5th}: 2, {@b 4th}: 1, {@b 3rd}: 2","125 gp","720 gp"],["8","{@b 7th}: 1, {@b 6th}: 2, {@b 5th}: 1, {@b 4th}: 2","180 gp","1,100 gp"],["9","{@b 8th}: 1, {@b 7th}: 2, {@b 6th}: 1, {@b 5th}: 2","250 gp","1,600 gp"],["10","{@b 9th}: 1, {@b 8th}: 2, {@b 7th}: 1, {@b 6th}: 2","350 gp","2,300 gp"],["11","{@b 10th}: 1, {@b 9th}: 2, {@b 8th}: 1, {@b 7th}: 2","500 gp","3,200 gp"],["12","{@b 11th}: 1, {@b 10th}: 2, {@b 9th}: 1, {@b 8th}: 2","700 gp","4,500 gp"],["13","{@b 12th}: 1, {@b 11th}: 2, {@b 10th}: 1, {@b 9th}: 2","1,000 gp","6,400 gp"],["14","{@b 13th}: 1, {@b 12th}: 2, {@b 11th}: 1, {@b 10th}: 2","1,500 gp","9,300 gp"],["15","{@b 14th}: 1, {@b 13th}: 2, {@b 12th}: 1, {@b 11th}: 2","2,250 gp","13,500 gp"],["16","{@b 15th}: 1, {@b 14th}: 2, {@b 13th}: 1, {@b 12th}: 2","3,250 gp","20,000 gp"],["17","{@b 16th}: 1, {@b 15th}: 2, {@b 14th}: 1, {@b 13th}: 2","5,000 gp","30,000 gp"],["18","{@b 17th}: 1, {@b 16th}: 2, {@b 15th}: 1, {@b 14th}: 2","7,500 gp","45,000 gp"],["19","{@b 18th}: 1, {@b 17th}: 2, {@b 16th}: 1, {@b 15th}: 2","12,000 gp","69,000 gp"],["20","{@b 19th}: 1, {@b 18th}: 2, {@b 17th}: 1, {@b 16th}: 2","20,000 gp","112,000 gp"]]}],"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":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"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.",{"name":"Watches and Rest","type":"table","source":"CRB","page":500,"colStyles":["text-center","text-left","text-left"],"colSizes":[1,3,3],"rows":[["Group Size","Total Time","Duration of Each Watch"],["2","16 hours","8 hours"],["3","12 hours","4 hours"],["4","10 hours, 40 minutes","2 hours, 40 minutes"],["5","10 hours","2 hours"],["6","9 hours, 36 minutes","1 hour, 36 minutes"]]}],"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."],"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 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"}]}]}} \ No newline at end of file diff --git a/data/generated/gendata-nav-adventure-book-index.json b/data/generated/gendata-nav-adventure-book-index.json new file mode 100644 index 0000000000..922c7c5d9b --- /dev/null +++ b/data/generated/gendata-nav-adventure-book-index.json @@ -0,0 +1 @@ +{"adventure":[{"name":"Adventure","id":"ID","source":"SRC","level":{"start":1,"end":5},"storyline":"Adventure Path","published":"2019-08-01"}],"book":[{"name":"Core Rulebook","id":"CRB","source":"CRB","group":"core","published":"2019-08-01"},{"name":"Gamemastery Guide","id":"GMG","source":"GMG","group":"core","published":"2020-02-26"},{"name":"Lost Omens: World Guide","id":"LOWG","source":"LOWG","group":"lost-omens","published":"2019-09-10"},{"name":"Secrets of Magic","id":"SoM","source":"SoM","group":"core","published":"2021-08-25"}]} \ No newline at end of file diff --git a/data/hazards.json b/data/hazards.json index 2c9c57cc13..4c9c9baefd 100644 --- a/data/hazards.json +++ b/data/hazards.json @@ -67,7 +67,6 @@ "range": "Ranged", "name": "acidic needle", "attack": 35, - "traits": null, "effects": [], "damage": "{@damage 2d6} piercing plus {@damage 8d6} acid", "types": [ @@ -193,7 +192,6 @@ "range": "Melee", "name": "gnawing plants", "attack": 17, - "traits": null, "effects": [], "damage": "{@dice 8d4+12} piecing", "types": [ @@ -468,7 +466,6 @@ "range": "Melee", "name": "stone spike", "attack": 31, - "traits": null, "effects": [], "damage": "{@damage 6d12+24} piercing", "types": [ @@ -500,7 +497,6 @@ "{@skill Thievery} DC 48 (legendary) to imbue thieves' tools with aspects representing Asmodeus and Sarenrae and use them to drain away the orb's power over 10 minutes; the character attempting this check takes 5 fire damage each round until the orb is depleted." ] }, - "defenses": null, "actions": [ { "activity": { @@ -523,7 +519,6 @@ "name": "Burn It All" } ], - "routine": null, "reset": null }, { @@ -593,7 +588,6 @@ "note": " The {@condition enfeebled} condition\nfrom ash web remains even after the poison's duration\nends. The condition's value reduces by 1 per hour. Gugs\nare immune to this poison; instead, they have vivid\nand strange dreams when they sleep after ingesting\nash web.", "DC": 29, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -703,7 +697,6 @@ "{@skill Thievery} DC 42 (master) to pierce the {@condition invisible} larynx so precisely that the magic releases in a trickle before the trap activates, {@skill Thievery} DC 44 (legendary) three times to deconstruct the larynx while the trap is active in such a way that it tears the spell apart, or spell DC 38 (9th level) to counteract the wail of the banshee before the trap activates." ] }, - "defenses": null, "actions": [ { "activity": { @@ -1163,7 +1156,6 @@ "{@skill Religion} DC 29 (master) to exorcise the spirit or." ] }, - "defenses": null, "actions": [ { "entries": [ @@ -1196,7 +1188,6 @@ "name": "Quietus" } ], - "routine": null, "reset": null }, { @@ -1355,7 +1346,6 @@ "name": "Infinite Pitfall" } ], - "routine": null, "reset": [ "The trap still causes creatures to fall forever if they fall in, but the trapdoor must be reset manually for the trap to become {@condition hidden} again." ] @@ -1524,7 +1514,6 @@ "range": "Melee", "name": "swinging chandelier", "attack": 35, - "traits": null, "effects": [], "damage": "{@damage 3d12+25} bludgeoning and {@damage 4d6} {@condition persistent damage ||persistent fire}", "types": [ @@ -1818,7 +1807,6 @@ "range": "Ranged", "name": "caustic dart", "attack": 28, - "traits": null, "effects": [], "damage": "{@damage 2d4+5} piercing and {@damage 4d4+8} acid", "types": [ @@ -2631,7 +2619,6 @@ "range": "Ranged", "name": "(agile, thrown 10 feet, versatile S) dagger", "attack": 40, - "traits": null, "effects": [], "damage": "{@damage 4d4+10} piercing plus 20 negative", "types": [ @@ -2791,7 +2778,6 @@ "range": "Ranged", "name": "dart", "attack": 12, - "traits": null, "effects": [ "no multiple attack penalty" ], @@ -2938,7 +2924,6 @@ "range": "Ranged", "name": "apocalypse beam", "attack": 16, - "traits": null, "effects": [ "bludgeoning damage from the tsunami [b]", "sonic damage from the earthquake [c]", @@ -3207,7 +3192,6 @@ "{@skill Thievery} DC 18 (trained) to seal each water spout," ] }, - "defenses": null, "actions": [ { "entries": [ @@ -3396,7 +3380,6 @@ "{@skill Thievery} DC 20 (expert) to scratch out the rune without allowing electricity to flow, or dispel magic (2nd level; counteract DC 18) to counteract the rune." ] }, - "defenses": null, "actions": [ { "activity": { @@ -3418,7 +3401,6 @@ "name": "Electrocution" } ], - "routine": null, "reset": null }, { @@ -3623,7 +3605,6 @@ "range": "Melee", "name": "poisoned thorns", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 1d6+4} piercing plus {@damage 1d8} poison", "types": [ @@ -4217,7 +4198,6 @@ "{@skill Thievery} DC 22 (expert) to erase the rune without triggering the sensor, or dispel magic (3rd level; counteract DC 20) to counteract the rune." ] }, - "defenses": null, "actions": [ { "activity": { @@ -4239,7 +4219,6 @@ "name": "Fireball" } ], - "routine": null, "reset": null }, { @@ -4381,7 +4360,6 @@ "range": "Melee", "name": "guillotine blade", "attack": 15, - "traits": null, "effects": [], "damage": "{@damage 2d8+7} slashing", "types": [ @@ -4528,7 +4506,6 @@ "{@skill Thievery} DC 38 (legendary) to rapidly disassemble the spell's myriad components in a single blink of an eye; or dispel magic (9th level; counteract DC 36) to counteract the trap before it triggers or to counteract the effect on one creature after the trap is triggered." ] }, - "defenses": null, "actions": [ { "activity": { @@ -4557,7 +4534,6 @@ "name": "Knowledge." } ], - "routine": null, "reset": null }, { @@ -4668,7 +4644,6 @@ "note": "\nCreatures with the {@trait ethereal} trait\nare immune", "DC": 26, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -4857,7 +4832,6 @@ "range": "Ranged", "name": "falling rocks", "attack": 36, - "traits": null, "effects": [], "damage": "{@damage 4d10+20} bludgeoning", "types": [ @@ -5010,7 +4984,6 @@ "name": "Powder Burst" } ], - "routine": null, "reset": null }, { @@ -5087,7 +5060,6 @@ "range": "Melee", "name": "hammer", "attack": 28, - "traits": null, "effects": [ "the target automatically fails the Will save)" ], @@ -5099,7 +5071,6 @@ "noMAP": true } ], - "routine": null, "reset": [ "The trap resets over the course of the round, and is ready to swing again 1 round later." ] @@ -5255,7 +5226,6 @@ "name": "Pitfall" } ], - "routine": null, "reset": [ "Creatures can still fall into the trap, but the trapdoor must be reset manually for the trap to become {@condition hidden} again." ] @@ -5308,7 +5278,6 @@ "range": "Melee", "name": "ghostly hand", "attack": 35, - "traits": null, "effects": [ "ghostly grip" ], @@ -5635,7 +5604,6 @@ "note": "", "DC": 38, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "10 rounds", "stages": [ { @@ -5813,7 +5781,6 @@ "name": "Shock" } ], - "routine": null, "reset": [ "The trap deactivates and resets after 1 minute." ] @@ -6570,7 +6537,6 @@ "range": "Melee", "name": "spectral gore", "attack": 21, - "traits": null, "effects": [], "damage": "{@damage 2d8+8} mental", "types": [ @@ -6795,7 +6761,6 @@ "range": "Melee", "name": "poisoned needle", "attack": 24, - "traits": null, "effects": [], "damage": "{@damage 2d6+8} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed} and {@damage 4d6} {@condition persistent damage ||persistent poison}", "types": [ @@ -7042,7 +7007,6 @@ "{@skill Thievery} DC 27 (master) to painstakingly remove the lintel without triggering the magic, or dispel magic (4th level; counteract DC 25) to counteract the rune." ] }, - "defenses": null, "actions": [ { "activity": { @@ -7064,7 +7028,6 @@ "name": "Curse the Intruders" } ], - "routine": null, "reset": [ "The trap resets when the door is shut." ] @@ -7090,7 +7053,6 @@ "{@skill Thievery} DC 33 (master) to assemble a rift seal using objects strongly grounded to your plane, or dispel magic (7th level; counteract DC 31) to counteract the rift." ] }, - "defenses": null, "actions": [ { "activity": { @@ -7112,7 +7074,6 @@ "name": "Into the Great Beyond" } ], - "routine": null, "reset": null }, { @@ -7246,7 +7207,6 @@ "range": "Ranged", "name": "poisoned dart", "attack": 21, - "traits": null, "effects": [ "flesset poison" ], @@ -7281,7 +7241,6 @@ "note": "", "DC": 22, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -7379,7 +7338,6 @@ "range": "Ranged", "name": "poisoned dart", "attack": 28, - "traits": null, "effects": [ "terinav root poison" ], @@ -7491,7 +7449,6 @@ "range": "Melee", "name": "spine", "attack": 13, - "traits": null, "effects": [ "cladis poison" ], @@ -7512,7 +7469,6 @@ "note": "", "DC": 19, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 hours", "stages": [ { @@ -7537,7 +7493,6 @@ "type": "ability" } ], - "routine": null, "reset": null }, { @@ -7598,7 +7553,6 @@ "range": "Melee", "name": "spine", "attack": 13, - "traits": null, "effects": [ "cladis poison" ], @@ -7619,7 +7573,6 @@ "note": "", "DC": 19, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 hours", "stages": [ { @@ -7695,7 +7648,6 @@ "range": "Melee", "name": "needles", "attack": 32, - "traits": null, "effects": [ "purple worm venom" ], @@ -7748,7 +7700,6 @@ "{@skill Thievery} DC 32 (master) to drain the glyph's power harmlessly, or dispel magic (6th level; counteract DC 30) to counteract the glyph." ] }, - "defenses": null, "actions": [ { "activity": { @@ -7768,7 +7719,6 @@ "name": "Baleful Polymorph" } ], - "routine": null, "reset": null }, { @@ -7950,7 +7900,6 @@ "{@skill Survival} DC 18 (trained) to disturb the surface." ] }, - "defenses": null, "actions": [ { "activity": { @@ -8357,7 +8306,6 @@ "noMAP": true } ], - "routine": null, "reset": [ "The trap resets after 15 minutes." ] @@ -8383,7 +8331,6 @@ "{@skill Thievery} DC 46 (legendary) to take apart the spell one tiny piece at a time, with eyes closed, while recalling every vivid life memory in order, starting from the earliest memory." ] }, - "defenses": null, "actions": [ { "activity": { @@ -8404,7 +8351,6 @@ "name": "In the Beginning" } ], - "routine": null, "reset": null }, { @@ -8451,7 +8397,6 @@ "range": "Ranged", "name": "seismic spear", "attack": 40, - "traits": null, "effects": [ "personal quake" ], @@ -8673,7 +8618,6 @@ "name": "Slam Shut" } ], - "routine": null, "reset": null }, { @@ -8744,7 +8688,6 @@ "range": "Ranged", "name": "spear", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d6+6} piercing", "types": [ @@ -8753,7 +8696,6 @@ "noMAP": true } ], - "routine": null, "reset": null }, { @@ -8817,7 +8759,6 @@ "range": "Ranged", "name": "spear", "attack": 14, - "traits": null, "effects": [], "damage": "{@damage 2d6+6} piercing", "types": [ @@ -9034,7 +8975,6 @@ "range": "Melee", "name": "spikes", "attack": 17, - "traits": null, "effects": [], "damage": "{@damage 4d6+3} piercing", "types": [ @@ -9187,7 +9127,6 @@ "range": "Melee", "name": "blade", "attack": 38, - "traits": null, "effects": [ "petrification overcharge" ], @@ -9316,7 +9255,6 @@ "name": "Steam Blast" } ], - "routine": null, "reset": null }, { @@ -9568,7 +9506,6 @@ "{@skill Acrobatics} DC 15 to approach without triggering the trap followed by {@skill Thievery} DC 17 (trained) to erase the rune, or dispel magic (1st level; counteract DC 15) to counteract the rune." ] }, - "defenses": null, "actions": [ { "activity": { @@ -9584,7 +9521,6 @@ "name": "Summon Monster" } ], - "routine": null, "reset": [ "The trap resets each day at dawn." ] @@ -9665,7 +9601,6 @@ "range": "Melee", "name": "statue shortsword", "attack": 28, - "traits": null, "effects": [], "damage": "{@damage 2d10+10} slashing", "types": [ @@ -9789,7 +9724,6 @@ "range": "Melee", "name": "objects", "attack": 24, - "traits": null, "effects": [], "damage": "{@damage 2d12+10} bludgeoning", "types": [ @@ -10154,7 +10088,6 @@ "range": "Ranged", "name": "sharpened fragment", "attack": 26, - "traits": null, "effects": [], "damage": "{@damage 2d8+12} slashing plus {@damage 1d8} {@condition persistent damage ||persistent bleed damage} on a critical hit", "types": [ @@ -10641,7 +10574,6 @@ "name": "Decapitation" } ], - "routine": null, "reset": [ "The trap resets over the course of the round and can be triggered again 1 round later." ] @@ -10892,7 +10824,6 @@ "name": "Deadfall" } ], - "routine": null, "reset": null }, { @@ -10947,7 +10878,6 @@ "range": "Melee", "name": "noose", "attack": 13, - "traits": null, "effects": [ "deadly d10" ], @@ -10958,7 +10888,6 @@ "noMAP": false } ], - "routine": null, "reset": null }, { @@ -11278,7 +11207,6 @@ "note": " Any {@condition drained} condition from the spores persists after the poison's duration ends", "DC": 26, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -11303,7 +11231,6 @@ "type": "ability" } ], - "routine": null, "reset": null } ] diff --git a/data/items/baseitems.json b/data/items/baseitems.json index 2906a77768..e888878061 100644 --- a/data/items/baseitems.json +++ b/data/items/baseitems.json @@ -1,5 +1,600 @@ { "baseitem": [ + { + "name": "Alchemical Crossbow", + "source": "FoP", + "page": 56, + "type": "Item", + "level": 0, + "traits": [ + "Uncommon", + "Alchemical" + ], + "price": { + "amount": 25, + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "ammunition": "Bolt", + "damage": "1d8", + "damageType": "P", + "reload": 1, + "range": 120, + "group": "Bow" + }, + "hands": 2, + "category": "Weapon", + "subCategory": "Simple", + "entries": [ + "This crossbow can deliver alchemically infused bolts. The strange weapon has a metal bracket mounted on the side of the stock near the lath. As an action, you can load a single {@filter lesser alchemical bomb|items||Category=Bomb|Item=Alchemical|Type=Specific Variant|Level=[1;1]} into the bracket; this bomb must be one that deals energy damage (such as an {@item lesser acid flask||acid flask}, {@item lesser alchemist's fire||alchemist's fire}, {@item lesser bottled lightning||bottled lightning}, {@item lesser frost vial||frost vial}, or {@item lesser thunderstone||thunderstone}). The next three attacks made with the crossbow deal {@dice 1d6} damage of the bomb's damage type in addition to the crossbow's normal damage. If the second and third attacks are not all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and are not modified by any abilities that add to or modify a bomb's effect. The addition of the bracket serves to unbalance the weapon, reducing its range to 30 feet.", + "It otherwise functions as a {@item crossbow} (when determining damage, reload, and so on). Creatures use their crossbow proficiency when using the alchemical crossbow. The alchemical crossbow costs 25 gp." + ] + }, + { + "name": "Three Peaked Tree", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "level": 1, + "page": 158, + "equipment": true, + "type": "Equipment", + "traits": [ + "Uncommon" + ], + "price": { + "amount": 12, + "coin": "gp" + }, + "bulk": 2, + "hands": 2, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d4", + "damageType": "P", + "reload": 1, + "range": 60, + "ammunition": "round (10)|G&G|round", + "traits": [ + "Concussive", + "elf", + "fatal d8", + "parry" + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Spear", + "damage": "1d8", + "damageType": "P", + "traits": [ + "Critical fusion", + "elf", + "tethered", + "thrown 20 ft." + ] + }, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "A recently developed weapon created for an elven champion from Jinin, the three-peaked tree can be used as both a trident and a mithral tree. A three-peaked tree has a length of silken rope attached to the butt of its haft, allowing it to be quickly retrieved after thrown." + ] + }, + { + "name": "Rapier Pistol", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "page": 158, + "equipment": true, + "type": "Equipment", + "traits": [ + "Uncommon" + ], + "price": { + "amount": 10, + "coin": "gp" + }, + "bulk": 1, + "hands": 1, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d4", + "damageType": "P", + "reload": 1, + "range": 30, + "ammunition": "round (10)|G&G|round", + "traits": [ + "Concussive", + "fatal d8" + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Sword", + "damage": "1d4", + "damageType": "P", + "traits": [ + "Critical fusion", + "deadly d8", + "disarm", + "finesse" + ] + }, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "This elegant weapon is shaped similarly to a rapier with a pistol down the length of the blade." + ] + }, + { + "name": "Piercing Wind", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "page": 158, + "equipment": true, + "type": "Equipment", + "traits": [ + "Uncommon" + ], + "price": { + "amount": 15, + "coin": "gp" + }, + "bulk": 1, + "hands": 1, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 40, + "ammunition": "round (10)|G&G|round", + "traits": [ + "Concussive", + "fatal aim d10" + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Sword", + "damage": "1d4", + "damageType": "S", + "traits": [ + "Critical fusion", + "finesse", + "forceful", + "sweep" + ] + }, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "Favored by caravan guards who traverse the Mana Wastes, a piercing wind is similar to a jezail, in that you can carry it in one hand as long as the other hand's free, by holding it under one arm. Additionally, it's fitted with an underslung curved blade." + ] + }, + { + "name": "Mace Multipistol", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "page": 158, + "equipment": true, + "type": "Equipment", + "traits": [ + "Uncommon" + ], + "price": { + "amount": 13, + "coin": "gp" + }, + "bulk": 1, + "hands": 1, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d4", + "damageType": "P", + "reload": 1, + "range": 20, + "ammunition": "round (10)|G&G|round", + "traits": [ + "Capacity 3", + "concussive", + "fatal d8" + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Club", + "damage": "1d6", + "damageType": "B", + "traits": [ + "Critical fusion", + "shove" + ] + }, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "At first glance this weapon looks like nothing more than an iron-bound club. But the top of the weapon features a latch that opens to reveal three rotating pistol muzzles concealed in the mace's head that can be fired and rotated using triggers built into the weapon's haft." + ] + }, + { + "name": "Hammer Gun", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "page": 158, + "equipment": true, + "type": "Equipment", + "level": 1, + "traits": [ + "Uncommon" + ], + "price": { + "amount": 13, + "coin": "gp" + }, + "bulk": 2, + "hands": 2, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 60, + "ammunition": "round (10)|G&G|round", + "traits": [ + "Concussive", + "Fatal d10" + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Sword", + "damage": "1d8", + "damageType": "S", + "traits": [ + "Critical fusion", + "versatile P" + ] + }, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "This weapon, favored by dwarves and those who like smashing and shooting, takes the form of a stoutly built gun designed similarly to an arquebus with a hammer head built into the muzzle, decreasing kickback but limiting range." + ] + }, + { + "name": "Gun Sword", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "page": 158, + "equipment": true, + "type": "Equipment", + "level": 1, + "traits": [ + "Uncommon" + ], + "price": { + "amount": 13, + "coin": "gp" + }, + "bulk": 2, + "hands": 2, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d8", + "damageType": "P", + "reload": 1, + "range": 50, + "ammunition": "round (10)|G&G|round", + "traits": [ + "Concussive", + "kickback" + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Sword", + "damage": "1d8", + "damageType": "S", + "traits": [ + "Critical fusion", + "versatile P" + ] + }, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "This weapon consists of a large sword with a powerful gun based on a harmona gun down the center. Vanguards and other characters who rely on Strength and Dexterity enjoy the power and flexibility of a gun sword." + ] + }, + { + "name": "Gnome Amalgam Musket", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "page": 158, + "equipment": true, + "type": "Equipment", + "level": 1, + "traits": [ + "Uncommon" + ], + "price": { + "amount": 10, + "coin": "gp" + }, + "bulk": 2, + "hands": 2, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d6", + "damageType": "P", + "reload": 2, + "range": 40, + "ammunition": "round (10)|G&G|round", + "traits": [ + "Concussive", + "fatal 1d10", + "gnome" + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Hammer", + "damage": "1d8", + "damageType": "B", + "traits": [ + "Critical fusion", + "gnome", + "trip", + "versatile P" + ] + }, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "Rumored to be the result of a gnomish dare to make a variant of a hooked hammer that's even more intricate and complex, this weapon adds a musket to the mix of an already overcomplicated device." + ] + }, + { + "name": "Dagger Pistol", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "page": 158, + "equipment": true, + "type": "Equipment", + "traits": [ + "Uncommon" + ], + "price": { + "amount": 8, + "coin": "gp" + }, + "bulk": "L", + "hands": 1, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d4", + "damageType": "P", + "reload": 1, + "range": 30, + "ammunition": "round (10)|G&G|round", + "traits": [ + "Concussive", + "fatal d8" + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Knife", + "damage": "1d4", + "damageType": "P", + "traits": [ + "Agile", + "critical fusion", + "finesse", + " thrown 10 ft.", + "versatile P" + ] + }, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "This weapon, favored by rangers and other wilderness wanderers, takes the form of a stoutly built pistol with a dagger blade attached beneath the barrel and extending out past the muzzle." + ] + }, + { + "name": "Explosive Dogslicer", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "page": 158, + "equipment": true, + "type": "Equipment", + "level": 1, + "traits": [ + "Uncommon" + ], + "price": { + "amount": 10, + "coin": "gp" + }, + "bulk": 2, + "hands": 2, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d6", + "damageType": "S", + "reload": 1, + "range": 20, + "ammunition": "round (5)|G&G|round", + "traits": [ + "Backstabber", + "goblin", + "scatter 5 ft." + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Sword", + "damage": "1d6", + "damageType": "S", + "traits": [ + "Backstabber", + "critical fusion", + "finesse", + "goblin" + ] + }, + "category": "Weapon", + "subCategory": "Advanced", + "entries": [ + "An explosive dogslicer is a sneaky, explosive weapon that often brings perverse joy to the goblins who use them. At first glance, it appears to be a triple-bladed dogslicer with an oversized guard." + ] + }, + { + "name": "Cane Pistol", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "page": 158, + "equipment": true, + "type": "Equipment", + "traits": [ + "Uncommon" + ], + "price": { + "amount": 8, + "coin": "gp" + }, + "bulk": 1, + "hands": 1, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d4", + "damageType": "P", + "reload": 1, + "range": 30, + "ammunition": "round (10)|G&G|round", + "traits": [ + "Concussive", + "fatal d8" + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Club", + "damage": "1d6", + "damageType": "B", + "traits": [ + "Critical Fusion", + "Thrown 10 ft." + ] + }, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "This fashionable cane's handle hides a dueling pistol fired through the thin, painted cap at the bottom of the cane." + ] + }, + { + "name": "Black Powder Knuckle Dusters", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "page": 158, + "equipment": true, + "type": "Equipment", + "traits": [ + "Uncommon" + ], + "price": { + "amount": 8, + "coin": "gp" + }, + "bulk": "L", + "hands": 1, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d4", + "damageType": "P", + "reload": 1, + "range": 30, + "ammunition": "round (10)|G&G|round", + "traits": [ + "Concussive", + "fatal d8" + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Brawling", + "damage": "1d4", + "damageType": "B", + "traits": [ + "Critical Fusion", + "Agile" + ] + }, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "This pair of knuckle dusters is fitted with an explosive charge of black powder within the hollowed spikes of the weapon and a firing mechanism you hold in your hand while in use." + ] + }, + { + "name": "Axe Musket", + "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", + "page": 158, + "equipment": true, + "type": "Equipment", + "level": 1, + "traits": [ + "Uncommon" + ], + "price": { + "amount": 10, + "coin": "gp" + }, + "bulk": 2, + "hands": 2, + "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 40, + "ammunition": "round (10)|G&G|round", + "traits": [ + "Concussive", + "fatal d10" + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Axe", + "damage": "1d8", + "damageType": "S", + "traits": [ + "Critical Fusion", + "Sweep" + ] + }, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "This item, favored by firearms-using dwarves and barbarians, takes the form of a sturdy musket with an axeblade attached near the muzzle." + ] + }, { "name": "Adze", "source": "LOAG", @@ -13,18 +608,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d10", - "damageType": "S", "hands": 2, + "weaponData": { + "damage": "1d10", + "damageType": "S", + "group": "Axe" + }, + "bulk": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Axe", "entries": [ "A common cutting tool, an adze resembles an axe\u2014but the cutting edge is horizontal, rather than vertical. The adze's shape makes it popular among wood workers, and grippli builders often use them to construct their treetop homes. The tool also serves as an effective weapon, due in part to the immense strength required to swing it." ] @@ -32,6 +626,7 @@ { "name": "Air Repeater", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -42,22 +637,20 @@ ], "price": { "amount": 5, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": [ - "Pellets|G&G" - ], - "damage": "1d4", - "damageType": "P", "hands": 1, - "reload": 0, - "range": 30, + "weaponData": { + "ammunition": "Pellets|G&G", + "damage": "1d4", + "damageType": "P", + "reload": 0, + "range": 30, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Firearm|G&G", "entries": [ "A thin-barreled firearm that uses a container of pressurized air instead of black powder to propel small metal bullets from an attached cartridge, the air repeater has fallen out of common use in Arcadia due to its poor stopping power, though it's still used occasionally for casual hunting and sport shooting. The air repeater and its {@item long air repeater|G&G|longer-ranged, two-handed variant} are still valued by some for their ability to allow a shooter to fire multiple rounds without needing to stop to reload or crank to a new chamber. A typical air repeater magazine holds 6 {@item pellets|G&G}." ] @@ -76,21 +669,17 @@ ], "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, - "bulk": 1, - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", "hands": 1, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Sword" + }, + "bulk": 1, "category": "Weapon", "subCategory": "Advanced", - "group": "Sword", - "appliesTo": null, "entries": [ "An Aldori dueling sword is a slim, single-bladed dueling sword with a slight curve and a sharp, reinforced point. It deals {@damage 1d8} slashing damage. An aldori dueling sword is an advanced one-handed melee weapon in the sword weapon group." ] @@ -98,6 +687,7 @@ { "name": "Arquebus", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -109,22 +699,20 @@ ], "price": { "amount": 10, - "coin": "gp", - "note": null + "coin": "gp" }, - "bulk": 2, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d8", - "damageType": "P", "hands": 2, - "reload": 1, - "range": 150, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d8", + "damageType": "P", + "reload": 1, + "range": 150, + "group": "Firearm|G&G" + }, + "bulk": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", "entries": [ "This is a long rifle that offers more range than the average firearm, though the long barrel and ferocious kickback make the weapon particularly unsteady unless a tripod or other stand is used to stabilize it. The arquebus is one of the most commonly used long guns among the soldiers of Dongun Hold and Alkenstar." ] @@ -144,13 +732,15 @@ "amount": 10, "coin": "gp" }, - "bulk": 1, - "damage": "1d6", - "damageType": "S", "hands": 1, + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" + }, + "bulk": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "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." ] @@ -170,17 +760,17 @@ "coin": "gp" }, "bulk": 2, - "ammunition": [ - "Backpack Ballista Bolts|G&G" - ], - "damage": "1d12", - "damageType": "P", "hands": "1+", - "reload": "1 min.", - "range": 180, + "weaponData": { + "ammunition": "Backpack Ballista Bolts|G&G", + "damage": "1d12", + "damageType": "P", + "reload": "1 min.", + "range": 180, + "group": "Bow" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Bow", "entries": [ "This complex wooden device, worn on the back, contains a miniature ballista on a retractable arm. As an {@action Interact} action, you can pull a lever to deploy or retract the ballista. As long as it remains deployed, you must hold the ballista using that hand or some of the components spill out onto the ground, just like dropping any other weapon. While deployed, the device opens and raises the ballista up over your shoulder. While retracted, the ballista and its mount slide down and are {@condition concealed} within the device. Although a backpack ballista packs a punch, the device is a challenge to operate. Reloading it takes 1 minute and can't be done while worn. As normal, you can't wear a backpack ballista with another backpack." ] @@ -200,18 +790,18 @@ "amount": 20, "coin": "gp" }, - "bulk": 3, - "ammunition": [ - "Backpack Catapult Stones|G&G" - ], - "damage": "1d12", - "damageType": "B", "hands": "1+", - "reload": "1 min.", - "range": 240, + "weaponData": { + "ammunition": "Backpack Catapult Stones|G&G", + "damage": "1d12", + "damageType": "B", + "reload": "1 min.", + "range": 240, + "group": "Sling" + }, + "bulk": 3, "category": "Weapon", "subCategory": "Advanced", - "group": "Sling", "entries": [ "This wooden device is worn on the back and contains a miniature catapult mounted on a retractable frame. As an {@action Interact} action, you can pull a lever to deploy or retract the catapult. As long as it remains deployed, you must hold the catapult using that hand or some of the components spill out onto the ground, just like dropping any other weapon. While deployed, the device opens and raises the catapult up over your shoulder. While retracted, the catapult and its mount slide down and are {@condition concealed} within the device. A backpack catapult fires specialized stone spheres that are loaded into the bucket while unworn and retracted, through a sliding hatch; the reloading process takes 1 minute. To prevent misfires and accidental injury, the bucket fully encloses the stone while deployed, only opening when fired. As normal, you can't wear a backpack catapult with another backpack." ] @@ -227,18 +817,17 @@ ], "price": { "amount": 4, - "coin": "gp", - "note": null + "coin": "gp" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", "hands": 1, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Sword" + }, + "bulk": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This broad-bladed sword, sometimes called the hand-and-a-half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra piercing or slashing power." ] @@ -254,18 +843,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", + "bulk": 1, "hands": 1, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Axe" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Axe", "entries": [ "These axes are designed explicitly as weapons, rather than tools. They typically weigh less, with a shaft reinforced with metal bands or bolts, and have a sharper blade, making them ideal for chopping limbs rather than wood." ] @@ -283,18 +871,17 @@ ], "price": { "amount": 2, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", "hands": "1 or 2*", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Knife" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "This blade or spike can be attached to a crossbow or firearm but, unlike other attached weapons, can be wielded in one hand as its own weapon. When used as a separate weapon, it can't benefit from any runes or abilities that function only for attached weapons.", "{@note *An attached bayonet or reinforced stock requires the same number of hands as the weapon it's attached to. A detached bayonet requires one hand.}" @@ -316,18 +903,17 @@ ], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", "hands": 2, + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Flail" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Flail", "entries": [ "The thin metal plates interwoven throughout this long scarf turn a fashion accessory into a deadly weapon." ] @@ -344,22 +930,20 @@ ], "price": { "amount": 1, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": [ - "Blowgun Dart" - ], - "damage": "1", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 20, + "weaponData": { + "ammunition": "Blowgun Dart", + "damage": "1", + "damageType": "P", + "reload": 1, + "range": 20, + "group": "Dart" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Dart", "entries": [ "This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath." ] @@ -367,6 +951,7 @@ { "name": "Blunderbuss", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -377,22 +962,20 @@ ], "price": { "amount": 8, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 2, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d8", - "damageType": "P", "hands": 2, - "reload": 1, - "range": 40, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d8", + "damageType": "P", + "reload": 1, + "range": 40, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", "entries": [ "This weapon fires pellets from a trumpet-shaped barrel, making it an excellent choice for hunting brush fowl or dealing damage within a short, broad area. Adventuring gunslingers often carry a blunderbuss to deal with swarms of vermin and similar threats." ] @@ -405,24 +988,23 @@ "type": "Equipment", "traits": [ "Monk", - "parry", - "reach", - "trip" + "Parry", + "Reach", + "Trip" ], "price": { "amount": 2, - "coin": "sp", - "note": null + "coin": "sp" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "B", + "bulk": 2, "hands": 2, + "weaponData": { + "damage": "1d8", + "damageType": "B", + "group": "Club" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Club", "entries": [ "This strong but slender staff is tapered at the ends and well balanced. It's designed to be an offensive and defensive weapon." ] @@ -441,18 +1023,17 @@ ], "price": { "amount": 8, - "coin": "sp", - "note": null + "coin": "sp" }, - "bulk": 2, - "onset": null, - "ammunition": null, - "damage": "1d10", - "damageType": "P", "hands": 2, + "weaponData": { + "damage": "1d10", + "damageType": "P", + "group": "Polearm" + }, + "bulk": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Polearm", "entries": [ "Taking the form of a longspear fitted with crossbars or hooks, a boarding pike provides its wielder a sharp implement that's as adept at shoving enemies off a ship's railings as facilitating the boarding of other vessels. This is a martial melee weapon." ] @@ -476,19 +1057,18 @@ ], "price": { "amount": 5, - "coin": "sp", - "note": null + "coin": "sp" }, - "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", "hands": 1, - "range": 20, + "weaponData": { + "damage": "1d6", + "damageType": "B", + "range": 20, + "group": "Sling" + }, + "bulk": "L", "category": "Weapon", "subCategory": "Martial", - "group": "Sling", "entries": [ "This throwing weapon consists of weights tied to the end of long cords, which can be used to bludgeon foes or entangle their legs." ] @@ -499,25 +1079,23 @@ "page": 275, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 8, - "coin": "gp", - "note": null + "coin": "gp" + }, + "armorData": { + "ac": 4, + "dexCap": 1, + "str": 16, + "checkPen": 2, + "speedPen": 5, + "group": "Plate" }, "bulk": 2, - "ac": 4, - "dexCap": 1, - "str": 16, - "checkPen": 2, - "speedPen": 5, - "onset": null, - "ammunition": null, "category": "Armor", "subCategory": "Medium", - "group": "Plate", "entries": [ - "Though referred to as a breastplate, this type of armor consists of several pieces of plate or {@item half plate} armor 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." + "Though referred to as a breastplate, this type of armor consists of several pieces of {@item full plate||plate} or {@item half plate} armor that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of {@item full plate||plate} while allowing greater flexibility and speed." ] }, { @@ -526,22 +1104,18 @@ "page": 277, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "ac": 1, - "shieldStats": { + "shieldData": { "hardness": 3, "hp": 6, - "bt": 3 + "bt": 3, + "ac": 1, + "speedPen": 0 }, - "speedPen": 0, - "onset": null, - "ammunition": null, "category": "Shield", "entries": [ "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 {@action 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." @@ -554,22 +1128,24 @@ "equipment": true, "type": "Equipment", "traits": [ - "uncommon", - "orc", - "shove", - "sweep" + "Uncommon", + "Orc", + "Shove", + "Sweep" ], "price": { "amount": 8, "coin": "gp" }, - "bulk": 2, - "damage": "1d12", - "damageType": "S", "hands": 2, + "weaponData": { + "damage": "1d12", + "damageType": "S", + "group": "Axe" + }, + "bulk": 2, "category": "Weapon", "subCategory": "Advanced", - "group": "Axe", "entries": [ "Invented by Belkzen's zealous Steel-Eaters, the butchering axe has an oversized head and a long, thick haft counterbalanced with steel or stone. The weapon's sweeping strokes inflict immense damage, particularly against groups of foes, and can push dangerous opponents away to a safe distance. All of these qualities are particularly useful against the lumbering zombie hordes of the Whispering Tyrant. Correspondingly, butchering axes are often wielded by orc and half-orc Crimson Reclaimers of Lastwall." ] @@ -589,18 +1165,17 @@ ], "price": { "amount": 4, - "coin": "gp", - "note": null + "coin": "gp" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "S", "hands": 1, + "bulk": 1, + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Sword" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "A blade of conrasu design, a buugeng has a unique, curved shape that allows it to rotate smoothly in the hand of a trained warrior. This spinning motion makes it easier to attack multiple foes at once with the weapon." ] @@ -617,20 +1192,19 @@ ], "price": { "amount": 6, - "coin": "gp", - "note": null + "coin": "gp" + }, + "armorData": { + "ac": 4, + "dexCap": 1, + "str": 16, + "checkPen": 2, + "speedPen": 5, + "group": "Chain" }, "bulk": 2, - "ac": 4, - "dexCap": 1, - "str": 16, - "checkPen": 2, - "speedPen": 5, - "onset": null, - "ammunition": null, "category": "Armor", "subCategory": "Medium", - "group": "Chain", "entries": [ "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." ] @@ -647,20 +1221,19 @@ ], "price": { "amount": 5, - "coin": "gp", - "note": null + "coin": "gp" + }, + "armorData": { + "ac": 2, + "dexCap": 3, + "str": 12, + "checkPen": 1, + "speedPen": 0, + "group": "Chain" }, "bulk": 1, - "ac": 2, - "dexCap": 3, - "str": 12, - "checkPen": 1, - "speedPen": 0, - "onset": null, - "ammunition": null, "category": "Armor", "subCategory": "Light", - "group": "Chain", "entries": [ "Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as {@item chainmail}. However, it is much lighter than {@item chainmail} and protects only the torso, upper arms, and upper legs of its wearer." ] @@ -679,13 +1252,15 @@ "coin": "sp" }, "bulk": "L", - "damage": "1d8", - "damageType": "S", "hands": 1, - "range": 20, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "range": 20, + "group": "Knife" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "Simple, elegant, and portable, the chakram is an open-centered metal discus with a sharpened edge, as well as a grip running along the center so the wielder can hold it safely." ] @@ -705,18 +1280,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", "hands": 1, + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Knife" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Knife", "entries": [ "This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves." ] @@ -724,6 +1298,7 @@ { "name": "Clan Pistol", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -735,22 +1310,20 @@ ], "price": { "amount": 5, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d6", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 80, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 80, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", "entries": [ "The tradition of dwarves displaying their clan affiliations with special clan daggers goes back millennia, but many of the dwarf clans of Dongun Hold have their own take on the tradition, with promising young gunsmiths claiming their adulthood by crafting a specialized personal firearm using the clan's unique smithing traditions. Losing or being forced to surrender their clan pistol is a terrible embarrassment for the dwarves that carry them." ] @@ -772,18 +1345,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "S", "hands": 1, + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Knife" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "The three parallel blades of this handheld weapon extend between the fingers to resemble the natural claws of the amurruns who created them, providing a way for those catfolk without suitable natural claws to share the fighting customs of their kin." ] @@ -797,20 +1369,19 @@ "traits": [ "Thrown 10 ft." ], + "bulk": 1, "price": { "amount": 0, - "coin": "", - "note": null - }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", + "coin": "gp" + }, "hands": 1, + "weaponData": { + "damage": "1d6", + "damageType": "B", + "group": "Club" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Club", "entries": [ "This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood." ] @@ -818,6 +1389,7 @@ { "name": "Coat Pistol", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -829,20 +1401,19 @@ ], "price": { "amount": 6, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 30, + "weaponData": { + "damage": "1d4", + "damageType": "P", + "reload": 1, + "range": 30, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Firearm|G&G", "entries": [ "This small pistol is easily concealed inside a jacket or some other article of clothing. Rarely kept as a primary weapon, coat pistols are equally favored by clever assassins and traveling Alkenstar aristocrats." ] @@ -863,18 +1434,17 @@ ], "price": { "amount": 9, - "coin": "sp", - "note": null + "coin": "sp" }, - "bulk": 1, - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "P", "hands": 2, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Flail" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Flail", "entries": [ "Although grappling hooks typically serve as a climbing tool, this specially reinforced grapnel attached to a rope up to 10 feet long can be swung as a weapon. This is a martial melee weapon." ] @@ -892,22 +1462,20 @@ ], "price": { "amount": 20, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 2, - "onset": null, - "ammunition": [ - "Arrow" - ], - "damage": "1d8", - "damageType": "P", "hands": "1+", - "reload": 0, - "range": 100, + "weaponData": { + "ammunition": "Arrow", + "damage": "1d8", + "damageType": "P", + "reload": 0, + "range": 100, + "group": "Bow" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Bow", "entries": [ "This projectile weapon is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Like all longbows, its great size also increases the bow's range and power. You must use two hands to fire it, and it cannot be used while mounted. Any time an ability is specifically restricted to a longbow, such as Erastil's favored weapon, it also applies to composite longbows unless otherwise stated." ] @@ -924,22 +1492,20 @@ ], "price": { "amount": 14, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Arrow" - ], - "damage": "1d6", - "damageType": "P", "hands": "1+", - "reload": 0, - "range": 60, + "weaponData": { + "ammunition": "Arrow", + "damage": "1d6", + "damageType": "P", + "reload": 0, + "range": 60, + "group": "Bow" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Bow", "entries": [ "This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated." ] @@ -950,25 +1516,22 @@ "page": 281, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Bolt" - ], - "damage": "1d8", - "damageType": "P", "hands": 2, - "reload": 1, - "range": 120, + "weaponData": { + "ammunition": "Bolt", + "damage": "1d8", + "damageType": "P", + "reload": 1, + "range": 120, + "group": "Bow" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Bow", "entries": [ "This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt." ] @@ -987,18 +1550,17 @@ ], "price": { "amount": 2, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Knife", "entries": [ "This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown." ] @@ -1015,20 +1577,18 @@ ], "price": { "amount": 1, - "coin": "cp", - "note": null + "coin": "cp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "range": 20, + "group": "Dart" + }, "hands": 1, - "reload": null, - "range": 20, "category": "Weapon", "subCategory": "Simple", - "group": "Dart", "entries": [ "This thrown weapon is larger than an arrow but shorter than a javelin. It typically has a short shaft of wood ending in a metal tip and is sometimes stabilized by feathers or fur." ] @@ -1051,14 +1611,16 @@ "coin": "gp" }, "bulk": 1, - "damage": "1", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 30, + "weaponData": { + "damage": "1", + "damageType": "P", + "reload": 1, + "range": 30, + "group": "Dart" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Dart", "entries": [ "This umbrella fires tiny blowgun darts from its ferrule with a twist of the handle. The darts are loaded into the shaft, and though the damage they deal is minimal, the dart umbrella is an inconspicuous weapon easy to slip past inspections." ] @@ -1078,18 +1640,17 @@ ], "price": { "amount": 1, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It's a favored weapon of goblins." ] @@ -1097,6 +1658,7 @@ { "name": "Double-barreled Musket", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -1109,22 +1671,20 @@ ], "price": { "amount": 11, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d6", - "damageType": "P", "hands": 2, - "reload": 1, - "range": 60, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 60, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", "entries": [ "This flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard musket, a double-barreled musket offers versatility in firing options. Many of Alkenstar's famous shield marshals save their earnings to buy a double-barreled musket as their first personal firearm." ] @@ -1132,6 +1692,7 @@ { "name": "Double-barreled Pistol", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -1143,22 +1704,20 @@ ], "price": { "amount": 7, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d4", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 30, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d4", + "damageType": "P", + "reload": 1, + "range": 30, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", "entries": [ "This flintlock pistol has two side-by-side barrels. Though less accurate than a standard pistol, a double-barreled pistol is a useful and versatile weapon. It's generally banned in areas where duels with pistols are relatively common, in much the same way that arriving at an aristocratic duel with a scattergun would be considered crass, at best." ] @@ -1166,6 +1725,7 @@ { "name": "Dragon Mouth Pistol", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -1176,22 +1736,20 @@ ], "price": { "amount": 9, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d6", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 20, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 20, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", "entries": [ "Similar to the blunderbuss, a dragon-mouth pistol fires pellets from a flared barrel. Though less powerful than a blunderbuss, the dragon-mouth pistol is appreciated for its portability and one-handed design. Though the name was coined because of the destructive belch of this handheld scatter weapon, many gunsmiths craft dragon-mouth pistols with elaborate embellishments that resemble a stylized dragon's maw framing the barrel." ] @@ -1199,6 +1757,7 @@ { "name": "Dueling Pistol", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -1211,22 +1770,20 @@ ], "price": { "amount": 12, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d6", - "damageType": "P", - "hands": 1, - "reload": 1, - "range": 60, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 60, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", + "hands": 1, "entries": [ "Made for settling disputes when diplomacy fails, dueling pistols are finely crafted and made to fit easily into a holster or pocket. Noble and wealthy merchants in both Alkenstar and Dongun Hold often own matching pairs of dueling pistols in case they're called upon to address a challenge\u2014though this practice has become increasingly rare in the modern age." ] @@ -1248,12 +1805,14 @@ "coin": "gp" }, "bulk": 2, - "damage": "1d8", - "damageType": "P", "hands": 2, + "weaponData": { + "damage": "1d8", + "damageType": "P", + "group": "Spear" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Spear", "entries": [ "This spear has a spade-like blade at one end and a forked blade at the other, making it resemble a large arrow. It's well balanced for spinning and twisting maneuvers. The spade-like end can be used for slashing and stabbing, while the forked end is effective at wrenching a weapon from an enemy's grasp." ] @@ -1261,6 +1820,7 @@ { "name": "Dwarven Scattergun", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -1274,22 +1834,20 @@ ], "price": { "amount": 10, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 2, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d8", - "damageType": "P", "hands": 2, - "reload": 1, - "range": 50, + "weaponData": { + "ammunition": "round (5)|G&G|rounds", + "damage": "1d8", + "damageType": "P", + "reload": 1, + "range": 50, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Advanced", - "group": "Firearm|G&G", "entries": [ "A favored weapon of dwarf scouts from Dongun Hold, the dwarven scattergun is a powerful weapon designed to take advantage of a dwarf's sturdy frame. A dwarven scattergun fires a large paper cartridge stuffed with black powder and knuckle-sized lumps of metal, creating a devastating burst so destructive that a foolish dwarf might find themself catching painful ricochets when firing at a too-close target. Some scatterguns are crafted with a clockwork firing tray that can quickly sort and load black powder and shot without needing a prepackaged cartridge, though this is largely an aesthetic feature with no real mechanical benefit." ] @@ -1308,18 +1866,17 @@ ], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Axe" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", "hands": 1, "category": "Weapon", "subCategory": "Advanced", - "group": "Axe", "entries": [ "This favored weapon of the dwarves has a large, ornate head mounted on a thick handle. This powerful axe can be wielded with one hand or two." ] @@ -1342,12 +1899,14 @@ "coin": "gp" }, "bulk": 1, - "damage": "1d6", - "damageType": "P", + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Spear" + }, "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Spear", "entries": [ "Several short branches project from this delicate spear's shaft, each angled forward and tipped with a leaflike blade." ] @@ -1366,18 +1925,17 @@ ], "price": { "amount": 4, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Sword" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin." ] @@ -1393,19 +1951,18 @@ ], "price": { "amount": 1, - "coin": "sp", - "note": null + "coin": "sp" + }, + "armorData": { + "ac": 0, + "dexCap": 5, + "checkPen": 0, + "speedPen": 0, + "group": "Cloth" }, "bulk": "L", - "ac": 0, - "dexCap": 5, - "checkPen": 0, - "speedPen": 0, - "onset": null, - "ammunition": null, "category": "Armor", "subCategory": "Unarmored", - "group": "Cloth", "entries": [ "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)." ] @@ -1422,18 +1979,17 @@ ], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d10", + "damageType": "S", + "group": "Sword" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d10", - "damageType": "S", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This weapon is a heavier, two-handed version of the curved-bladed scimitar. It is weighted toward the blade's end, making it a powerful slashing weapon." ] @@ -1455,18 +2011,17 @@ ], "price": { "amount": 4, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "S", + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Brawling" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Brawling", "entries": [ "This kobold wire is thin and hard to see, making it perfect for an ambush. The wielder wraps the wire around a vulnerable spot, such as the neck, and twists it to inflict potentially fatal lacerations. The name derives from the use of a similar wire in traps, or slow fangs, with the word \"slow\" removed, as a fangwire gets quick results." ] @@ -1486,22 +2041,17 @@ ], "price": { "coin": "sp", - "amount": 14, - "note": null - }, - "usage": null, - "bulk": "2", - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", + "amount": 14 + }, + "bulk": 2, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Polearm" + }, "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Polearm", - "appliesTo": null, "entries": [ "A fauchard is similar to a {@item glaive}, save that its cutting edge is along the concave side. Fauchards are favored by Crimson Reclaimers for hacking through waves of zombies. The fauchard is a martial melee weapon." ] @@ -1522,18 +2072,17 @@ ], "price": { "amount": 11, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "S", + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "This fan is useful for elegant dances as well as for slicing unsuspecting foes with the blades along its outer edge. If used in performances, it might be disguised as a frilly accessory, or it might be an obvious, though elegant, weapon." ] @@ -1555,18 +2104,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Spear" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Spear", "entries": [ "This halfling weapon looks like a long, two-pronged fork and is used as both a weapon and a cooking implement." ] @@ -1574,6 +2122,7 @@ { "name": "Fire Lance", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -1583,22 +2132,20 @@ ], "price": { "amount": 5, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 2, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d6", - "damageType": "P", "hands": 2, - "reload": 2, - "range": 10, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d6", + "damageType": "P", + "reload": 2, + "range": 10, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Firearm|G&G", "entries": [ "A thin-barreled firearm that uses a container of pressurized air instead of black powder to propel small metal bullets from an attached cartridge, the air repeater has fallen out of common use in Arcadia due to its poor stopping power, though it's still used occasionally for casual hunting and sport shooting. The air repeater and its {@item long air repeater|G&G|longer-ranged, two-handed variant} are still valued by some for their ability to allow a shooter to fire multiple rounds without needing to stop to reload or crank to a new chamber. A typical air repeater magazine holds 6 {@item pellets}." ] @@ -1616,18 +2163,17 @@ ], "price": { "amount": 8, - "coin": "sp", - "note": null + "coin": "sp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "B", + "group": "Flail" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Flail", "entries": [ "This weapon consists of a wooden handle attached to a spiked ball or cylinder by a chain, rope, or strap of leather." ] @@ -1635,6 +2181,7 @@ { "name": "Flingflenser", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -1647,22 +2194,20 @@ ], "price": { "amount": 6, - "coin": "gp", - "note": null + "coin": "gp" }, - "bulk": 1, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d6", - "damageType": "S", "hands": 2, - "reload": 1, - "range": 30, + "bulk": 1, + "weaponData": { + "ammunition": "round (5)|G&G|rounds", + "damage": "1d6", + "damageType": "S", + "reload": 1, + "range": 30, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Advanced", - "group": "Firearm|G&G", "entries": [ "A flingflenser is a goblin-designed weapon ending in an ovoid tube with a hatch and handle on the narrow end. A cluster of circular blades held together and attached to a black powder packet with a thin leather strap serves as ammunition and is loaded through the hatch before being fired with a flintlock or other external ignition mechanism. The flingflenser's sturdy design also places it among the more reliable goblin weapons." ] @@ -1670,6 +2215,7 @@ { "name": "Flintlock Musket", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -1680,22 +2226,20 @@ ], "price": { "amount": 7, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d6", - "damageType": "P", "hands": 2, - "reload": 1, - "range": 70, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 70, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Firearm|G&G", "entries": [ "The most commonly available of firearms in Alkenstar, the flintlock musket includes an external firing mechanism and an efficient and relatively compact frame. Though lacking the range and firing power of the {@item arquebus} preferred by Alkenstar and Dongun Hold's military members, the flintlock musket is popular among civilians for its ease of use." ] @@ -1703,6 +2247,7 @@ { "name": "Flintlock Pistol", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -1713,22 +2258,20 @@ ], "price": { "amount": 6, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d4", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 40, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d4", + "damageType": "P", + "reload": 1, + "range": 40, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Firearm|G&G", "entries": [ "Though less accurate and powerful than a flintlock musket, the flintlock pistol is a preferred weapon of privateers thanks to its more compact size and affordability. Pirate captains often wear a brace of such pistols in a bandolier so they can draw and fire without stopping to reload." ] @@ -1746,18 +2289,17 @@ ], "price": { "amount": 3, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "group": "Spear", + "damageType": "P" + }, "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Spear", "entries": [ "Developed by Alkenstar scouts who often don't have time to break down a tripod when beset by the chaotic mutant monsters of the Mana Wastes, this two-pronged stabbing weapon can be used as a bipod to stabilize a gun with potent kickback. A forked bipod can be deployed or retrieved for use as a melee weapon as an {@action Interact} action." ] @@ -1774,20 +2316,19 @@ ], "price": { "amount": 30, - "coin": "gp", - "note": null + "coin": "gp" + }, + "armorData": { + "group": "Plate", + "ac": 6, + "dexCap": 0, + "str": 18, + "checkPen": 3, + "speedPen": 10 }, "bulk": 4, - "ac": 6, - "dexCap": 0, - "str": 18, - "checkPen": 3, - "speedPen": 10, - "onset": null, - "ammunition": null, "category": "Armor", "subCategory": "Heavy", - "group": "Plate", "entries": [ "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 {@item padded armor|CRB} and a pair of {@item gauntlet|CRB|gauntlets}." ] @@ -1804,18 +2345,17 @@ ], "price": { "amount": 2, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "B", + "weaponData": { + "damage": "1d4", + "damageType": "B", + "group": "Brawling" + }, "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Brawling", "entries": [ "A pair of these metal gloves comes with {@item full plate}, {@item half plate}, and {@item splint armor}; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons." ] @@ -1833,18 +2373,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Polearm" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Polearm", "entries": [ "This polearm consists of a long, single-edged blade on the end of a 7-foot pole. It is extremely effective at delivering lethal cuts at a distance." ] @@ -1862,18 +2401,17 @@ ], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d8", + "damageType": "B", + "group": "Flail" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "B", "hands": 1, "category": "Weapon", "subCategory": "Advanced", - "group": "Flail", "entries": [ "More a flail than a mace, this weapon has a short handle attached to a length of chain with a ball at the end. The ball is propelled to its reach with the flick of the wrist, the momentum of which brings the ball back to the wielder after the strike." ] @@ -1893,18 +2431,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "B", + "group": "Hammer" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Hammer", "entries": [ "This gnome tool and weapon features a hammer at one end and a curved pick on the other. It's such a strange and awkward weapon that others think the gnomes are slightly erratic for using it." ] @@ -1920,18 +2457,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d12", + "damageType": "S", + "group": "Axe" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d12", - "damageType": "S", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Axe", "entries": [ "This large battle axe is too heavy to wield with only one hand. Many greataxes incorporate two blades, and they are often \"bearded,\" having a hook at the bottom to increase the strength of their chopping power." ] @@ -1948,18 +2484,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d10", + "damageType": "B", + "group": "Club" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d10", - "damageType": "B", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Club", "entries": [ "While many greatclubs are intricately carved, others are little more than a sturdy tree branch. These massive clubs are too heavy to wield with only one hand." ] @@ -1975,18 +2510,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d10", + "damageType": "P", + "group": "Pick" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d10", - "damageType": "P", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Pick", "entries": [ "This pick has a longer handle and broader head than a regular pick. It is too heavy to wield in one hand." ] @@ -2002,18 +2536,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d12", + "damageType": "S", + "group": "Sword" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d12", - "damageType": "S", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This immense two-handed sword is nearly as tall as its wielder. Its lower blade is often somewhat dulled to allow it to be gripped for extra leverage in close-quarter fights." ] @@ -2030,18 +2563,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d10", + "damageType": "S", + "group": "Polearm" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d10", - "damageType": "S", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Polearm", "entries": [ "This polearm bears a long, often one-sided, curved blade with a hook protruding from the blunt side of the blade, which can allow its wielder to trip opponents at a distance. Its shaft is usually 8 feet long." ] @@ -2058,18 +2590,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d10", + "damageType": "P", + "group": "Polearm" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d10", - "damageType": "P", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Polearm", "entries": [ "This polearm has a relatively short, 5-foot shaft. The business end is a long spike with an axe blade attached." ] @@ -2081,23 +2612,21 @@ "equipment": true, "type": "Equipment", "level": 1, - "traits": [], "price": { "amount": 18, - "coin": "gp", - "note": null + "coin": "gp" + }, + "armorData": { + "group": "Plate", + "ac": 5, + "dexCap": 1, + "str": 16, + "checkPen": 3, + "speedPen": 10 }, "bulk": 3, - "ac": 5, - "dexCap": 1, - "str": 16, - "checkPen": 3, - "speedPen": 10, - "onset": null, - "ammunition": null, "category": "Armor", "subCategory": "Heavy", - "group": "Plate", "entries": [ "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 {@item full plate} with greater flexibility and speed. A suit of this armor comes with an undercoat of {@item padded armor|CRB} and a pair of {@item gauntlet|CRB|gauntlets}." ] @@ -2115,22 +2644,20 @@ ], "price": { "amount": 5, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Sling Bullets" - ], - "damage": "1d10", - "damageType": "B", - "hands": 2, - "reload": 1, - "range": 80, + "weaponData": { + "ammunition": "Sling Bullets", + "damage": "1d10", + "damageType": "B", + "reload": 1, + "range": 80, + "group": "Sling" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Sling", + "hands": 2, "entries": [ "This staff ends in a Y-shaped split that cradles a sling. The length of the staff provides excellent leverage when used two-handed to fling rocks or bullets from the sling." ] @@ -2150,18 +2677,17 @@ ], "price": { "amount": 5, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "S", + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Axe" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Axe", "entries": [ "This is a smaller version of an {@item adze|LOAG}, useful for more delicate woodworking or projects in cramped spaces. Gripplis use the hand adze for crafting and as close quarters weapons." ] @@ -2169,6 +2695,7 @@ { "name": "Hand Cannon", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -2178,22 +2705,20 @@ ], "price": { "amount": 5, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d6", - "damageType": "Mod", - "hands": 1, - "reload": 1, - "range": 30, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d6", + "damageType": "modular", + "reload": 1, + "range": 30, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Firearm|G&G", + "hands": 1, "entries": [ "Popular among privateers and mercenaries in Goka, hand cannons are little more than a hardened tube with a handle and external ignition attached. A hand cannon can be used to fire almost anything that can be packed into its barrel. The wielder of a hand cannon can change the damage type granted by its {@trait modular} trait as part of the same {@action Interact} action used to reload." ] @@ -2204,25 +2729,22 @@ "page": 281, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": [ - "Bolt" - ], - "damage": "1d6", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 60, + "weaponData": { + "ammunition": "Bolt", + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 60, + "group": "Bow" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Bow", "entries": [ "Sometimes referred to as an alley bow by rogues or ruffians, this small crossbow fires small bolts that are sometimes used to deliver poison to the target. It's small enough to be shot one-handed, but it still requires two hands to load." ] @@ -2230,6 +2752,7 @@ { "name": "Harmona Gun", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -2239,24 +2762,22 @@ ], "price": { "amount": 10, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 2, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d10", - "damageType": "B", "hands": 2, - "reload": 1, - "range": 150, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d10", + "damageType": "B", + "reload": 1, + "range": 150, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", "entries": [ - ": A favored weapon of monster hunters in Arcadia, the harmona gun is a large-bore long gun that fires a heavy, slow-moving round. The gun got its name due to the eerie similarity between the buzzing sound its oversized projectiles make flying through the air and the flight of a fey bird called a harmona." + "A favored weapon of monster hunters in Arcadia, the harmona gun is a large-bore long gun that fires a heavy, slow-moving round. The gun got its name due to the eerie similarity between the buzzing sound its oversized projectiles make flying through the air and the flight of a fey bird called a harmona." ] }, { @@ -2272,18 +2793,17 @@ ], "price": { "amount": 4, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Axe" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Axe", "entries": [ "This small axe can be used in close combat or thrown." ] @@ -2294,25 +2814,22 @@ "page": 281, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 4, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 2, - "onset": null, - "ammunition": [ - "Bolt" - ], - "damage": "1d10", - "damageType": "P", "hands": 2, - "reload": 2, - "range": 120, + "weaponData": { + "ammunition": "Bolt", + "damage": "1d10", + "damageType": "P", + "reload": 2, + "range": 120, + "group": "Bow" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Bow", "entries": [ "This large crossbow is harder to load and more substantial than a regular crossbow, but it packs a greater punch." ] @@ -2320,6 +2837,7 @@ { "name": "Heavy Power Suit", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 16, "equipment": true, "type": "Equipment", @@ -2327,19 +2845,19 @@ "Bulwark" ], "bulk": 3, - "ac": 5, - "dexCap": 1, - "str": 16, - "checkPen": 2, - "speedPen": 10, - "onset": null, - "ammunition": null, + "armorData": { + "group": "Composite", + "ac": 5, + "dexCap": 1, + "str": 16, + "checkPen": 2, + "speedPen": 10 + }, "category": "Armor", "subCategory": "Heavy", - "group": "Composite", "entries": [ "If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to \u20135 feet.", - "{@note This armor is exclusive to the {@class Inventor|G&G} class with the {@class Inventor|G&G|Armor|Armor|G&G} innovation and the {@b Heavy Construction} {@subclassFeature Breakthrough Innovation|Inventor|G&G|Armor|G&G|7||breakthrough armor modification}. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in heavy armor.}" + "{@note This armor is exclusive to the {@class Inventor|G&G} class with the {@class Inventor|G&G|Armor|Armor|G&G} innovation and the {@optfeature Heavy Construction|G&G|Heavy Construction} breakthrough armor modification. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in heavy armor.}" ] }, { @@ -2355,24 +2873,20 @@ ], "price": { "coin": "gp", - "amount": 35, - "note": null + "amount": 35 }, "usage": "worn armor", - "bulk": "4", - "ac": 6, - "dexCap": 0, - "shieldStats": null, - "str": 18, - "checkPen": 3, - "speedPen": 10, - "activate": null, - "onset": null, - "ammunition": null, + "bulk": 4, + "armorData": { + "group": "Plate", + "ac": 6, + "dexCap": 0, + "str": 18, + "checkPen": 3, + "speedPen": 10 + }, "category": "Armor", "subCategory": "Heavy", - "group": "Plate", - "appliesTo": null, "entries": [ "Few armors in the Inner Sea region are as memorable as the iconic Hellknight plate. While each order has its own flourishes, Hellknight plate is instantly recognizable to any who know of the Hellknights.", "Hellknights go to extreme measures to punish non-Hellknights who get their hands on Hellknight plate, and the reward is not usually worth the risk, since for non-Hellknights, the armor is functionally similar to {@item full plate}." @@ -2384,23 +2898,21 @@ "page": 275, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "armorData": { + "group": "Leather", + "ac": 3, + "dexCap": 2, + "str": 14, + "checkPen": 2, + "speedPen": 5 }, "bulk": 2, - "ac": 3, - "dexCap": 2, - "str": 14, - "checkPen": 2, - "speedPen": 5, - "onset": null, - "ammunition": null, "category": "Armor", "subCategory": "Medium", - "group": "Leather", "entries": [ "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." ] @@ -2419,15 +2931,17 @@ "amount": 11, "coin": "gp" }, - "bulk": 2, - "damage": "1d8", - "damageType": "P", "hands": "1+", - "reload": 0, - "range": 40, + "weaponData": { + "damage": "1d8", + "damageType": "P", + "reload": 0, + "range": 40, + "group": "Bow" + }, + "bulk": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Bow", "entries": [ "These immense bows are traditionally made from the horns of great beasts, though modern residents of Hongal, the northernmost nation in Tian Xia, often use composite materials or even small trees as the weapon's base. While Hongali hornbows have a shorter range than other bows, they make up for it by focusing the power of the longbow at a short distance and can be used from horseback\u2014perfect for the skirmishing fighting style of mounted Hongali troops. While it's difficult for those in Avistan to get their hands on these Hongali weapons, a small warband of beast-riding orcs from the Hold of Belkzen managed to arm themselves with Hongali hornbows and cut a bloody swathe through adventurers and neighboring militaries alike for several years before they were finally defeated via a desperate ambush. The stories of that warband spread, causing Avistani adventurers with little knowledge of Tian Xia to associate the bows with orcs. Hongali characters have access to the Hongali hornbow." ] @@ -2447,18 +2961,17 @@ ], "price": { "amount": 9, - "coin": "sp", - "note": null + "coin": "sp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Polearm" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Polearm", "entries": [ "Created by goblins to battle horses, this weapon is essentially a long shaft ending in a blade with a large hook." ] @@ -2480,12 +2993,14 @@ "coin": "gp" }, "bulk": 1, - "damage": "1d8", - "damageType": "P", + "weaponData": { + "damage": "1d8", + "damageType": "P", + "group": "Spear" + }, "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Spear", "entries": [ "A hollow receptacle inside this spear's head can store a single dose of poison. A sliding trigger along the spear's shaft can inject the loaded poison into a damaged target." ] @@ -2501,20 +3016,18 @@ ], "price": { "amount": 1, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "P", "hands": 1, - "reload": null, - "range": 30, "category": "Weapon", "subCategory": "Simple", - "group": "Dart", + "weaponData": { + "damage": "1d6", + "damageType": "P", + "range": 30, + "group": "Dart" + }, "entries": [ "This thin spear is well balanced for throwing but is not designed for melee use." ] @@ -2522,6 +3035,7 @@ { "name": "Jezail", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -2533,22 +3047,20 @@ ], "price": { "amount": 11, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d8", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 90, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d8", + "damageType": "P", + "reload": 1, + "range": 90, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", "entries": [ "Jezails are simple, efficient long guns developed in Casmaron that typically feature a custom stock and a flintlock firing mechanism. Though lacking the range and stopping power of an arquebus or the raw force of a harmona gun, the jezail is an elegant, well-balanced weapon suitable for a variety of combat situations. It's even possible to tuck it under one arm to fire a less accurate attack that uses only one hand." ] @@ -2567,18 +3079,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "Similar to a sickle and used in some regions to reap grain, a kama has a short, slightly curved blade and a wooden handle." ] @@ -2597,18 +3108,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "A katana is a curved, single-edged sword known for its wickedly sharped blade." ] @@ -2627,18 +3137,17 @@ ], "price": { "amount": 3, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Knife", "entries": [ "Also known as punching daggers, katars are characterized by their H-shaped hand grip that allows the blade to jut out from the knuckles." ] @@ -2657,18 +3166,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", + "weaponData": { + "damage": "1d6", + "damageType": "B", + "group": "Club" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Club", "entries": [ "This staff is topped by a pointed metal circle from which hang several smaller rings that jingle and clang noisily as the staff is moved, allowing you to announce your presence and scare off wild animals as you walk." ] @@ -2685,18 +3193,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This curved sickle sword has a pointed tip, allowing it to be swung like a handaxe or thrust like a short sword. The tip of a khopesh is usually hooked so that it can be used to disarm an opponent's shield or weapon." ] @@ -2714,18 +3221,17 @@ ], "price": { "amount": 3, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "B", + "weaponData": { + "damage": "1d4", + "damageType": "B", + "group": "Brawling" + }, "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Brawling", "entries": [ "This bit of hardened metal, favored by street toughs, is typically made of brass and features four finger holes so that it can sit atop the knuckles, adding extra power to a punch." ] @@ -2744,18 +3250,17 @@ ], "price": { "amount": 6, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "The blade of this foot-long knife curves inward and lacks a cross guard at the hilt." ] @@ -2773,18 +3278,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d8", + "damageType": "P", + "group": "Spear" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "P", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Spear", "entries": [ "This spear-like weapon is used by a mounted creature to deal a great deal of damage." ] @@ -2795,23 +3299,21 @@ "page": 275, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "ac": 1, - "dexCap": 4, - "str": 10, - "checkPen": 1, - "speedPen": 0, - "onset": null, - "ammunition": null, + "armorData": { + "group": "Leather", + "ac": 1, + "dexCap": 4, + "str": 10, + "checkPen": 1, + "speedPen": 0 + }, "category": "Armor", "subCategory": "Light", - "group": "Leather", "entries": [ "A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility." ] @@ -2828,18 +3330,17 @@ ], "price": { "amount": 3, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", + "weaponData": { + "damage": "1d6", + "damageType": "B", + "group": "Hammer" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Hammer", "entries": [ "This smaller version of the warhammer has a wooden or metal shaft ending in a metal head. Unlike its heavier cousin, it is light enough to throw." ] @@ -2857,18 +3358,17 @@ ], "price": { "amount": 4, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "B", + "weaponData": { + "damage": "1d4", + "damageType": "B", + "group": "Club" + }, "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Club", "entries": [ "A light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head's metal ridges or spikes." ] @@ -2885,18 +3385,17 @@ ], "price": { "amount": 4, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Pick" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Pick", "entries": [ "A light pick is a modified mining implement with a wooden shaft ending in a pick head crafted more to pierce armor and flesh than chip rocks." ] @@ -2904,6 +3403,7 @@ { "name": "Long Air Repeater", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -2913,22 +3413,20 @@ ], "price": { "amount": 9, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Pellets|G&G" - ], - "damage": "1d4", - "damageType": "P", + "weaponData": { + "ammunition": "Pellets|G&G", + "damage": "1d4", + "damageType": "P", + "reload": 0, + "range": 60, + "group": "Firearm|G&G" + }, "hands": 2, - "reload": 0, - "range": 60, "category": "Weapon", "subCategory": "Simple", - "group": "Firearm|G&G", "entries": [ "Like the {@item air repeater|G&G|one-handed air repeater}, this thin-barreled firearm uses a container of pressurized air instead of black powder to propel small metal pellets from an attached cartridge. The long air repeater has better range and ammo capacity than the {@item air repeater|G&G|one-handed variant}, though it still lacks significant stopping power. A typical long air repeater magazine holds 8 {@item pellets|G&G}." ] @@ -2945,22 +3443,20 @@ ], "price": { "amount": 6, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 2, - "onset": null, - "ammunition": [ - "Arrow" - ], - "damage": "1d8", - "damageType": "P", + "weaponData": { + "ammunition": "Arrow", + "damage": "1d8", + "damageType": "P", + "reload": 0, + "range": 100, + "group": "Bow" + }, "hands": "1+", - "reload": 0, - "range": 100, "category": "Weapon", "subCategory": "Martial", - "group": "Bow", "entries": [ "This 5-foot-tall bow, usually made of a single piece of elm, hickory, or yew, has a powerful draw and is excellent at propelling arrows with great force and at an extreme distance. You must use two hands to fire a longbow, and it can't be used while mounted." ] @@ -2976,18 +3472,17 @@ ], "price": { "amount": 5, - "coin": "sp", - "note": null + "coin": "sp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d8", + "damageType": "P", + "group": "Spear" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "P", "hands": 2, "category": "Weapon", "subCategory": "Simple", - "group": "Spear", "entries": [ "This very long spear, sometimes called a pike, is purely for thrusting rather than throwing. Used by many soldiers and city watch for crowd control and defense against charging enemies, it must be wielded with two hands." ] @@ -3003,18 +3498,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Sword" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "Longswords can be one-edged or two-edged swords. Their blades are heavy and they're between 3 and 4 feet in length." ] @@ -3030,18 +3524,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "B", + "group": "Club" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Club", "entries": [ "With a stout haft and a heavy metal head, a mace is sturdy and allows its wielder to deliver powerful blows and dent armor." ] @@ -3058,18 +3551,17 @@ ], "price": { "amount": 7, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This medium-length sword has a wide blade and long grip. Though it is typically used to hack through heavy foliage, the machete can also be used as a deadly weapon." ] @@ -3089,18 +3581,17 @@ ], "price": { "amount": 5, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "This parrying dagger features a robust guard to protect the wielder's hand." ] @@ -3119,18 +3610,17 @@ ], "price": { "amount": 6, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": 1, - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Axe" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Axe", "entries": [ "Also known as a hunga munga or danisco, this hybrid knife-axe consists of a hilt and a blade that curves backward toward the wielder. The curve of the blade is such that after a victim has been struck by a mambele, more damage is dealt as the weapon is extracted from the victim's body." ] @@ -3146,18 +3636,17 @@ ], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d12", + "damageType": "B", + "group": "Hammer" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d12", - "damageType": "B", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Hammer", "entries": [ "Mauls are massive warhammers that must be swung with two hands." ] @@ -3176,18 +3665,17 @@ ], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d8", + "damageType": "B", + "group": "Flail" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "B", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Flail", "entries": [ "This weapon consists of a long chain connected to a heavy weight at one end. When a wielder swings the weight by the chain, it builds momentum and can serve as a deadly bludgeon with incredible reach." ] @@ -3195,6 +3683,7 @@ { "name": "Mithral Tree", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -3207,22 +3696,20 @@ ], "price": { "amount": 9, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d6", - "damageType": "P", "hands": 2, - "reload": 1, - "range": 150, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 150, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", "entries": [ "Neither mithral nor a tree, this long gun takes its name from the legends of the elves of Jinin and is most commonly found within the nation. An elegant weapon, a mithral tree does somewhat resemble a tree; its fanned stock and long, sweeping barrel reinforced with metal rings enable a wielder to parry melee attacks while moving back into safe firing range." ] @@ -3238,18 +3725,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "B", + "group": "Club" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Club", "entries": [ "This weapon has a short shaft ending in a metal ball studded with spikes." ] @@ -3268,18 +3754,17 @@ ], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 2, - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Polearm" + }, "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Polearm", "entries": [ "This 6-foot staff has a 2-foot-long, slightly curved, swordlike blade attached at one end. The long pole helps keep the wielder out of reach of swords and shorter weapons." ] @@ -3296,18 +3781,17 @@ ], "price": { "amount": 9, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": 1, - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This sword has a broad blade, along which are threaded nine heavy metal rings. The rings add weight to the weapon for downward swings, as well as clashing together to make noise." ] @@ -3327,18 +3811,17 @@ ], "price": { "amount": 2, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", + "weaponData": { + "damage": "1d6", + "damageType": "B", + "group": "Club" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Club", "entries": [ "The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain." ] @@ -3357,18 +3840,17 @@ ], "price": { "amount": 7, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "P", + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "This stout, metal blade of orc design has a horizontal basket hilt with blades jutting from each end, or sometimes one blade like that of a katar." ] @@ -3387,18 +3869,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Axe" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", "hands": 1, "category": "Weapon", "subCategory": "Advanced", - "group": "Axe", "entries": [ "This single-bladed bearded axe has a jagged blade that's perfect for separating bone from tendon and cartilage." ] @@ -3414,20 +3895,19 @@ ], "price": { "amount": 2, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "ac": 1, - "dexCap": 3, - "str": 10, - "checkPen": 0, - "speedPen": 0, - "onset": null, - "ammunition": null, + "armorData": { + "group": "Cloth", + "ac": 1, + "dexCap": 3, + "str": 10, + "checkPen": 0, + "speedPen": 0 + }, "category": "Armor", "subCategory": "Light", - "group": "Cloth", "entries": [ "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." ] @@ -3451,12 +3931,14 @@ "coin": "gp" }, "bulk": "L", - "damage": "1d4", - "damageType": "B", + "weaponData": { + "damage": "1d4", + "damageType": "B", + "group": "Brawling" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Brawling", "entries": [ "A pantograph gauntlet is a heavy, fist-like weight, mounted on an extendable frame and attached to your outer arm with a series of leather straps. The frame's set of mechanical linkages connected at various hinges allow movements to propagate across the frame based on reshaping parallelograms, further {@condition controlled} by a crossbar grasped in your hand. A pantograph gauntlet is driven by your own motion and mirrors your arm's movements\u2014a punch thrown with your fist moves the pantograph, extending the weight out at a rapid speed to land blows up to 10 feet away. In some regions, such as Alkenstar and Ustalav, pantograph gauntlets are occasionally constructed entirely of metal and fashioned in the likeness of oversized arms, incorporating a complex system of gears or a miniature steam engine in place of the simpler pantograph mechanism." ] @@ -3464,6 +3946,7 @@ { "name": "Pepperbox", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -3475,22 +3958,20 @@ ], "price": { "amount": 12, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d4", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 60, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d4", + "damageType": "P", + "reload": 1, + "range": 60, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", "entries": [ "This weapon is a specialty of the smiths of Alkenstar. The pepperbox has three barrels that each hold a single shot, and the shooter can manually rotate the whole barrel assembly to align a loaded barrel with the firing mechanism." ] @@ -3506,18 +3987,17 @@ ], "price": { "amount": 7, - "coin": "sp", - "note": null + "coin": "sp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Pick" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "P", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Pick", "entries": [ "A pick designed solely for combat has a sturdy wooden shaft and a heavy, pointed head to deliver devastating blows." ] @@ -3539,12 +4019,14 @@ "coin": "sp" }, "bulk": "L", - "damage": "1d6", - "damageType": "P", + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "Made of a jagged blade with teeth pointing toward a leather-wrapped hilt, these weapons are particularly effective at disarming opponents. Piranha kisses were occasionally used during the Vidric Revolution, and some Firebrands carry them today. Members of the Firebrands have access to this weapon." ] @@ -3563,18 +4045,17 @@ ], "price": { "amount": 10, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "modular", + "weaponData": { + "group": "Sword", + "damage": "1d6", + "damageType": "modular" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "The polytool is a small metal rod with a number of simple tools folded inside. The user can extend a long ceramic blade, as well as an awl, a chisel, a file, flint and steel, a hook, an inkpen, a magnifying glass, pliers, scissors, and a small saw. The flint and steel can be used up to 10 times before needing to be replaced. Though inspired by advanced Numerian technology, the polytool is a simple enough feat of metalworking that any blacksmith could produce it\u2014perfect for the goddess Casandalee to spread innovation farther than actual Numerian tech could reach." ] @@ -3582,21 +4063,21 @@ { "name": "Power Suit", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 16, "equipment": true, "type": "Equipment", - "traits": [], "bulk": 2, - "ac": 4, - "dexCap": 1, - "str": 16, - "checkPen": 2, - "speedPen": 5, - "onset": null, - "ammunition": null, + "armorData": { + "group": "Composite", + "ac": 4, + "dexCap": 1, + "str": 16, + "checkPen": 2, + "speedPen": 5 + }, "category": "Armor", "subCategory": "Medium", - "group": "Composite", "entries": [ "{@note This armor is exclusive to the {@class Inventor|G&G} class with the {@class Inventor|G&G|Armor|Armor|G&G} innovation. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in medium armor.}" ] @@ -3613,18 +4094,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d10", + "damageType": "P", + "group": "Polearm" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d10", - "damageType": "P", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Polearm", "entries": [ "This polearm is a long trident with a central prong that's longer than the other two." ] @@ -3642,18 +4122,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Sword" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "P", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon." ] @@ -3661,6 +4140,7 @@ { "name": "Reinforced Stock", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 150, "equipment": true, "type": "Equipment", @@ -3671,18 +4151,17 @@ ], "price": { "amount": 2, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "B", + "weaponData": { + "damage": "1d4", + "damageType": "B", + "group": "Club" + }, "hands": "1 or 2*", "category": "Weapon", "subCategory": "Martial", - "group": "Club", "entries": [ "A reinforced stock is a weighted crossbow, firearm haft, or grip customized for striking in melee.", "{@note *An attached bayonet or reinforced stock requires the same number of hands as the weapon it's attached to. A detached bayonet requires one hand.}" @@ -3703,17 +4182,17 @@ "coin": "gp" }, "bulk": 1, - "ammunition": [ - "Repeating Crossbow Magazine|G&G" - ], - "damage": "1d6", - "damageType": "P", "hands": 2, - "reload": 0, - "range": 60, + "weaponData": { + "ammunition": "Repeating Crossbow Magazine|G&G", + "damage": "1d6", + "damageType": "P", + "reload": 0, + "range": 60, + "group": "Bow" + }, "category": "Weapon", "subCategory": "Advanced", - "group": "Bow", "entries": [ "This crossbow has an internal chamber that can be loaded with up to five bolts. An automated catch mechanism at the top of the flight groove, just in front of the latch, locks the bowstring and launches bolts with the pull of a trigger." ] @@ -3733,17 +4212,17 @@ "coin": "gp" }, "bulk": "L", - "ammunition": [ - "Repeating Hand Crossbow Magazine|G&G" - ], - "damage": "1d6", - "damageType": "P", "hands": 1, - "reload": 0, - "range": 60, + "weaponData": { + "ammunition": "Repeating Hand Crossbow Magazine|G&G", + "damage": "1d6", + "damageType": "P", + "reload": 0, + "range": 60, + "group": "Bow" + }, "category": "Weapon", "subCategory": "Advanced", - "group": "Bow", "entries": [ "This handheld crossbow features an ingeniously designed catch mechanism at the top of the flight groove, just in front of the latch, which automatically loads a bolt from a magazine and resets the string each time the weapon is fired. A typical repeating hand crossbow magazine holds five bolts." ] @@ -3763,17 +4242,17 @@ "coin": "gp" }, "bulk": 2, - "ammunition": [ - "Repeating Heavy Crossbow Magazine|G&G" - ], - "damage": "1d10", - "damageType": "P", "hands": 2, - "reload": 1, - "range": 180, + "weaponData": { + "ammunition": "Repeating Heavy Crossbow Magazine|G&G", + "damage": "1d10", + "damageType": "P", + "reload": 1, + "range": 180, + "group": "Bow" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Bow", "entries": [ "This large crossbow has an internal chamber that can be loaded with up to five bolts. While it uses the same automated catch mechanism as other repeating crossbows, a repeating heavy crossbow's design has significant trade-offs. It has increased range and damage and is easier to learn how to use, but requires a small amount of effort to reload." ] @@ -3791,18 +4270,17 @@ ], "price": { "amount": 4, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", + "weaponData": { + "damage": "1d6", + "damageType": "B", + "group": "Club" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Club", "entries": [ "This specialized club is designed for throwing and is useful for both combat and hunting. Rungus were invented by Zenj humans of the Mwangi Expanse and are most common among their tribes, though gripplis have also adopted rungus for hunting creatures that hide high in treetops." ] @@ -3823,18 +4301,17 @@ ], "price": { "amount": 6, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "This piercing dagger is a metal spike flanked by a pair of prongs that can be used to trap an enemy's weapon." ] @@ -3851,18 +4328,17 @@ ], "price": { "amount": 1, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", + "weaponData": { + "damage": "1d6", + "damageType": "B", + "group": "Club" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Club", "entries": [ "A sap has a soft wrapping around a dense core, typically a leather sheath around a lead rod. Its head is wider than its grip to disperse the force of a blow, as the weapon's purpose is to knock out its victim rather than to draw blood." ] @@ -3881,18 +4357,17 @@ ], "price": { "amount": 5, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Advanced", - "group": "Sword", "entries": [ "The signature weapon of the Red Mantis assassins, this curved blade is serrated like a saw, hence the name." ] @@ -3903,23 +4378,21 @@ "page": 275, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 4, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 2, - "ac": 3, - "dexCap": 2, - "str": 14, - "checkPen": 2, - "speedPen": 5, - "onset": null, - "ammunition": null, + "armorData": { + "group": "Composite", + "ac": 3, + "dexCap": 2, + "str": 14, + "checkPen": 2, + "speedPen": 5 + }, "category": "Armor", "subCategory": "Medium", - "group": "Composite", "entries": [ "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." ] @@ -3936,18 +4409,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This one-handed curved blade is sharp on one side." ] @@ -3968,16 +4440,17 @@ ], "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 + }, + "bulk": 1, + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Flail" }, - "bulk": "1", - "damage": "1d4", - "damageType": "S", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Flail", "entries": [ "A scourge\u2014also known as a cat-o'-nine-tails\u2014is a set of several knotted cords made from cotton or leather and attached to a handle. While most scourges are more suitable for torture than combat, the weapons used by the Order of the Scourge have metal barbs woven in to pierce clothing and armor. The scourge is a martial melee weapon." ] @@ -3994,18 +4467,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d10", + "damageType": "S", + "group": "Polearm" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d10", - "damageType": "S", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Polearm", "entries": [ "Derived from a farming tool used to mow down long grains and cereals, this weapon has a long wooden shaft with protruding handles, capped with a curved blade set at a right angle." ] @@ -4021,18 +4493,16 @@ ], "price": { "amount": 5, - "coin": "sp", - "note": null + "coin": "sp" + }, + "weaponData": { + "damage": "1d6", + "damageType": "B", + "group": "Shield" }, - "bulk": null, - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "B", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Shield", "entries": [ "Typically a round, convex, or conical piece of thick metal attached to the center of a shield, a shield boss increases the bludgeoning damage of a shield bash." ] @@ -4048,18 +4518,16 @@ ], "price": { "amount": 5, - "coin": "sp", - "note": null + "coin": "sp" + }, + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Shield" }, - "bulk": null, - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "P", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Shield", "entries": [ "These metal spikes are strategically placed on the defensive side of the shield to deal piercing damage with a shield bash." ] @@ -4075,22 +4543,20 @@ ], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": [ - "Arrow" - ], - "damage": "1d6", - "damageType": "P", "hands": "1+", - "reload": 0, - "range": 60, + "weaponData": { + "ammunition": "Arrow", + "damage": "1d6", + "damageType": "P", + "reload": 0, + "range": 60, + "group": "Bow" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Bow", "entries": [ "This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry." ] @@ -4108,18 +4574,17 @@ ], "price": { "amount": 9, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "P", + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "These blades come in a variety of shapes and styles, but they are typically 2 feet long." ] @@ -4136,22 +4601,20 @@ "thrown", "Uncommon" ], + "hands": 1, "price": { "amount": 1, - "coin": "cp", - "note": null - }, - "bulk": null, - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", - "hands": 1, - "reload": 0, - "range": 20, + "coin": "cp" + }, + "weaponData": { + "damage": "1d4", + "damageType": "P", + "reload": 0, + "range": 20, + "group": "Dart" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Dart", "entries": [ "This \"throwing star\" is a small piece of flat metal with sharp edges, designed to be flung with a flick of the wrist." ] @@ -4169,18 +4632,17 @@ ], "price": { "amount": 2, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "S", + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Knife", "entries": [ "Originally a farming tool used for reaping grain, this one-handed weapon has a short wooden handle ending in a curved blade, sometimes sharpened on both sides." ] @@ -4201,12 +4663,14 @@ "coin": "gp" }, "bulk": 1, - "damage": "1d6", - "damageType": "S", + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Advanced", - "group": "Sword", "entries": [ "A classical weapon of Irrisenis who lacked magical talent, the sickle-saber has seen a resurgence since the coronation of Queen Anastasia. The queen was fascinated with the sickle-sabers in the palace treasury, and now the unusual blades are carried by her honor guard and Irriseni diplomats alike. The sickle-saber's blade curves multiple times along its 4-foot length, and its hilt is similarly curved. A small, secondary grip on the blade lets the wielder rapidly and unpredictably twist the cutting edges. Characters from Irrisen have access to the sickle-saber." ] @@ -4214,6 +4678,7 @@ { "name": "Slide Pistol", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 151, "equipment": true, "type": "Equipment", @@ -4226,22 +4691,20 @@ ], "price": { "amount": 16, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 2, - "onset": null, - "ammunition": [ - "Dose or Round of Black Powder|G&G|round" - ], - "damage": "1d6", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 60, + "weaponData": { + "ammunition": "round (10)|G&G|rounds", + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 60, + "group": "Firearm|G&G" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Firearm|G&G", "entries": [ "Also known as a harmonica gun, this weapon is essentially a stock, trigger, and firing mechanism attached to a sliding brace of barrels that can each hold a round of ammunition." ] @@ -4257,22 +4720,20 @@ ], "price": { "amount": 0, - "coin": "", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": [ - "Sling Bullets" - ], - "damage": "1d6", - "damageType": "B", "hands": 1, - "reload": 1, - "range": 50, + "weaponData": { + "ammunition": "Sling Bullets", + "damage": "1d6", + "damageType": "B", + "reload": 1, + "range": 50, + "group": "Sling" + }, "category": "Weapon", "subCategory": "Simple", - "group": "Sling", "entries": [ "Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range." ] @@ -4288,18 +4749,17 @@ ], "price": { "amount": 1, - "coin": "sp", - "note": null + "coin": "sp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Spear" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "P", "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Spear", "entries": [ "A long metal shaft ending with a metal spike, a spear can be used one-handed as a melee weapon and can be thrown." ] @@ -4318,18 +4778,17 @@ ], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Flail" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Flail", "entries": [ "This 4-foot-long length of chain is covered with barbs and has spikes on one or both ends. Some feature metal hoops used as handgrips." ] @@ -4346,18 +4805,17 @@ ], "price": { "amount": 3, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Brawling" + }, "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Brawling", "entries": [ "Providing the same defensive function as a standard gauntlet, this version has a group of spikes protruding from the knuckles to deliver piercing damage with a punch." ] @@ -4379,12 +4837,14 @@ "coin": "gp" }, "bulk": 1, - "damage": "1d6", - "damageType": "P", + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Advanced", - "group": "Sword", "entries": [ "An old Taldan dueling weapon from the empire's height, this rapier has a thicker blade than normal, which is shaped into a corkscrew-like spiral well suited to catching enemy weapons. Characters from Taldor have access to the spiral rapier." ] @@ -4396,23 +4856,21 @@ "equipment": true, "type": "Equipment", "level": 1, - "traits": [], "price": { "amount": 13, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 3, - "ac": 5, - "dexCap": 1, - "str": 16, - "checkPen": 3, - "speedPen": 10, - "onset": null, - "ammunition": null, "category": "Armor", "subCategory": "Heavy", - "group": "Composite", + "armorData": { + "group": "Composite", + "ac": 5, + "dexCap": 1, + "str": 16, + "checkPen": 3, + "speedPen": 10 + }, "entries": [ "This type of armor is {@item 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 {@item padded armor|CRB} and a pair of {@item gauntlet|CRB|gauntlets}." ] @@ -4428,18 +4886,17 @@ ], "price": { "amount": 0, - "coin": "", - "note": null - }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "B", + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d4", + "damageType": "B", + "group": "Club" + }, "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Club", "entries": [ "This long piece of wood can aid in walking and deliver a mighty blow." ] @@ -4459,18 +4916,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances." ] @@ -4481,22 +4937,18 @@ "page": 277, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "ac": 2, - "shieldStats": { + "shieldData": { + "ac": 2, "hardness": 5, "hp": 20, - "bt": 10 + "bt": 10, + "speedPen": 0 }, - "speedPen": 0, - "onset": null, - "ammunition": null, "category": "Shield", "entries": [ "Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable." @@ -4518,18 +4970,17 @@ ], "price": { "amount": 8, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Dart" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Dart", "entries": [ "This weapon is a fully functional, lavish ink pen with a clip that can be attached to a pocket or bandoleer and easily retrieved as a free action. Using an action to Interact with the pen allows its wielder to disengage a stiletto blade that slides free of the upper body or reattach the previously removed blade." ] @@ -4540,23 +4991,21 @@ "page": 275, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 3, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "ac": 2, - "dexCap": 3, - "str": 12, - "checkPen": 1, - "speedPen": 0, - "onset": null, - "ammunition": null, "category": "Armor", "subCategory": "Light", - "group": "Leather", + "armorData": { + "group": "Leather", + "ac": 2, + "dexCap": 3, + "str": 12, + "checkPen": 1, + "speedPen": 0 + }, "entries": [ "This {@item leather armor} is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection." ] @@ -4564,21 +5013,20 @@ { "name": "Subterfuge Suit", "source": "G&G", + "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "page": 16, "equipment": true, "type": "Equipment", - "traits": [], "bulk": 1, - "ac": 1, - "dexCap": 4, - "str": 10, - "checkPen": 1, - "speedPen": null, - "onset": null, - "ammunition": null, "category": "Armor", "subCategory": "Medium", - "group": "Composite", + "armorData": { + "group": "Composite", + "ac": 1, + "dexCap": 4, + "str": 10, + "checkPen": 1 + }, "entries": [ "{@note This armor is exclusive to the {@class Inventor|G&G} class with the {@class Inventor|G&G|Armor|Armor|G&G} innovation. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in medium armor.}" ] @@ -4601,12 +5049,14 @@ "coin": "gp" }, "bulk": 2, - "damage": "1d6", - "damageType": "P", + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Pick" + }, "hands": 1, "category": "Weapon", "subCategory": "Advanced", - "group": "Pick", "entries": [ "Another complex gnome invention, the switchscythe is designed for versatility. The curved blade is partly hollow, containing a long rod of wood or metal; the rod can be pulled perpendicular to the blade, turning the switchscythe from a {@trait sweep||sweeping}, axe-like blade into a hooked pick capable of {@trait grapple||grappling} a foe." ] @@ -4624,18 +5074,17 @@ ], "price": { "amount": 5, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "P", + "weaponData": { + "damage": "1d6", + "damageType": "P", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This slender, rapier-like sword is concealed within a wooden or metal cane that serves as a sheath, making it an inconspicuous weapon easy to slip past inspections or into high-society events. A sword cane is typically 4 feet long when sheathed, and its hilt is usually capped with a wooden or metal decoration." ] @@ -4655,22 +5104,20 @@ ], "price": { "amount": 10, - "coin": "gp", - "note": null + "coin": "gp" }, - "bulk": "1", - "onset": null, - "ammunition": [ - "Wooden Taws|LOAG" - ], - "damage": "1d6", - "damageType": "modular", + "bulk": 1, "hands": 2, - "reload": 1, - "range": 100, + "weaponData": { + "ammunition": "Wooden Taws|LOAG", + "damage": "1d6", + "damageType": "modular", + "reload": 1, + "range": 100, + "group": "Bow" + }, "category": "Weapon", "subCategory": "Advanced", - "group": "Bow", "entries": [ "Designed by conrasu warriors, this complex device is a crossbow and fires small wooden bullets known as taws. A system of blades within the launcher can rapidly reshape a taw as it's loaded, allowing the launcher to fire taws of different shapes, such as fléchettes." ] @@ -4691,18 +5138,17 @@ ], "price": { "amount": 2, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "S", + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Brawling" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Brawling", "entries": [ "Four curved blades attached to a sturdy handlebar give the wielder of this close-combat weapon the illusion of having claws that extend from their fist. Adherents of Bastet favor the tekko-kagi for catching their foes off guard." ] @@ -4720,18 +5166,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Sword" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "S", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This heavy blade is favored by guardians of religious sites. It has a distinctive, crescent-shaped blade that seems to be a mix of a sickle and sword. It often has holes drilled into the blade or the pommel so that bells or other holy trinkets can be affixed to the weapon as an aid for prayer or mediation." ] @@ -4751,18 +5196,17 @@ ], "price": { "amount": 4, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This fan-shaped sword, designed by members of the tengu ancestry, has five broad blades that join at its hilt. Tengu sailors also use gale blades as makeshift weather vanes, as the sword spins to show the wind's direction when loosely held aloft." ] @@ -4780,18 +5224,17 @@ ], "price": { "amount": 3, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Knife", "entries": [ "This light knife is optimally balanced to be thrown accurately at a greater distance than a common dagger. While this comes at the cost of a significant cutting edge, the difference is worth it for throwing specialists." ] @@ -4810,20 +5253,19 @@ ], "price": { "amount": 5, - "coin": "gp", - "note": null + "coin": "gp" }, - "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "P", "hands": 1, - "reload": 1, - "range": 50, + "bulk": "L", + "weaponData": { + "damage": "1d6", + "damageType": "P", + "reload": 1, + "range": 50, + "group": "Sling" + }, "category": "Weapon", "subCategory": "Martial", - "group": "Sling", "entries": [ "Tengu use these specialized slings to fire darts further and with greater force than when thrown by hand, which is particularly effective when attacking from great heights. A thunder sling uses {@item dart|crb|darts} as ammunition. It can also hurl {@item blowgun dart||blowgun darts} as ammunition but deals {@damage 1d4} piercing damage instead of {@damage 1d6} when used this way." ] @@ -4840,18 +5282,17 @@ ], "price": { "amount": 2, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": 2, - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "B", + "weaponData": { + "damage": "1d8", + "damageType": "B", + "group": "Club" + }, "hands": 2, "category": "Weapon", "subCategory": "Simple", - "group": "Club", "entries": [ "This deceptively dangerous weapon is essentially a mace with a longer haft and larger, often flanged head." ] @@ -4875,12 +5316,14 @@ "coin": "sp" }, "bulk": "L", - "damage": "1d4", - "damageType": "B", + "weaponData": { + "damage": "1d4", + "damageType": "B", + "group": "Brawling" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Brawling", "entries": [ "These L-shaped fighting batons are good for striking and blocking. The wielder holds the handle and either spins the stick or strikes with the stick covering the forearm." ] @@ -4891,27 +5334,23 @@ "page": 277, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 4, - "ac": 2, - "ac2": 4, - "shieldStats": { + "shieldData": { + "ac": 2, + "ac2": 4, "hardness": 5, "hp": 20, + "speedPen": 5, "bt": 10 }, - "speedPen": 5, - "onset": null, - "ammunition": null, "category": "Shield", "entries": [ "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.", - "{@note Getting the higher bonus for a tower shield requires using the {@action Take Cover} action while the shield is raised.}" + "{@note 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).}" ] }, { @@ -4931,12 +5370,14 @@ "coin": "sp" }, "bulk": "L", - "damage": "1d4", - "damageType": "P", + "weaponData": { + "group": "Knife", + "damage": "1d4", + "damageType": "P" + }, "hands": 1, "category": "Weapon", "subCategory": "Simple", - "group": "Knife", "entries": [ "This punching dagger resembles the standard katar, save that a pair of blades can be folded out from the center blade, transforming the weapon into a starburst shape well suited to catching foes' weapons." ] @@ -4956,18 +5397,17 @@ ], "price": { "amount": 10, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "modular", + "group": "Pick" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "modular", "hands": 1, "category": "Weapon", "subCategory": "Advanced", - "group": "Pick", "entries": [ "This ingenious kobold pick conceals several hidden traps, which the wielder can activate to trick and befuddle foes with a variety of damaging blades and bludgeoning surfaces." ] @@ -4983,18 +5423,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d8", + "damageType": "P", + "group": "Spear" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "P", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Spear", "entries": [ "This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown." ] @@ -5018,12 +5457,14 @@ "coin": "gp" }, "bulk": 1, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This umbrella's ferrule is a hollow-tipped blade three to four inches in length and often overlooked as decorative.", "A receptacle inside the umbrella's shaft can be loaded with a single dose of injury poison and injected into a damaged target with the pull of a sliding trigger. Reinforced ribs enable you to parry and deflect blows with the umbrella's tear-resistant canopy." @@ -5042,18 +5483,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 2, - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Flail" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Flail", "entries": [ "A bouquet of whiplike blades extends from the hilt of this sword." ] @@ -5073,18 +5513,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "S", + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Sword" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "This short-bladed, single-edged sword is typically carried as part of a pair alongside a katana." ] @@ -5102,18 +5541,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 2, + "weaponData": { + "damage": "1d10", + "damageType": "B", + "group": "Flail" }, - "bulk": "2", - "onset": null, - "ammunition": null, - "damage": "1d10", - "damageType": "B", "hands": 2, "category": "Weapon", "subCategory": "Martial", - "group": "Flail", "entries": [ "This large flail has a long shaft connected to a shorter piece of stout wood or metal that's sometimes inlaid with spikes." ] @@ -5132,18 +5570,17 @@ ], "price": { "amount": 3, - "coin": "sp", - "note": null + "coin": "sp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "S", + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "A war razor is an exaggerated version of the barbers' tool. It is a brittle but extremely sharp weapon that is very easy to slip into a pocket or sleeve." ] @@ -5159,18 +5596,17 @@ ], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d8", + "damageType": "B", + "group": "Hammer" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d8", - "damageType": "B", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Hammer", "entries": [ "This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it's always capable of delivering powerful bludgeoning blows." ] @@ -5190,18 +5626,17 @@ ], "price": { "amount": 1, - "coin": "sp", - "note": null + "coin": "sp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Flail" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "S", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Flail", "entries": [ "This long strand of thick leather, often braided, delivers a painful but nonlethal slash at a distance, usually accompanied by a distinctive cracking sound." ] @@ -5221,18 +5656,17 @@ ], "price": { "amount": 5, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Flail" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", "hands": 2, "category": "Weapon", "subCategory": "Advanced", - "group": "Flail", "entries": [ "The whip claw is a long tether affixed to clawlike daggers, allowing the wielder to fling and retract them with deadly precision. Catfolk developed this weapon to provide extended reach when hunting dangerous animals and wield them with unmatched expertise." ] @@ -5252,18 +5686,17 @@ ], "price": { "amount": 5, - "coin": "gp", - "note": null + "coin": "gp" + }, + "bulk": 1, + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" }, - "bulk": "1", - "onset": null, - "ammunition": null, - "damage": "1d6", - "damageType": "S", "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Sword", "entries": [ "Specialized grooves lined with unique, alchemically treated metals capable of retaining energy score the length of this sword. The first wish blades originated from genie smiths, and the knowledge of these weapons has been passed on to generations of geniekin, earning them the name wish blades." ] @@ -5285,18 +5718,17 @@ ], "price": { "amount": 2, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": "L", - "onset": null, - "ammunition": null, - "damage": "1d4", - "damageType": "P", + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Knife" + }, "hands": 1, "category": "Weapon", "subCategory": "Martial", - "group": "Knife", "entries": [ "Much like a {@item wish blade|LOAG}, the length of this knife is scored with intricate grooves capable of retaining energy. Wish knives are lighter than their counterparts, making them the weapon of choice for agile combatants." ] @@ -5307,22 +5739,18 @@ "page": 277, "equipment": true, "type": "Equipment", - "traits": [], "price": { "amount": 1, - "coin": "gp", - "note": null + "coin": "gp" }, "bulk": 1, - "ac": 2, - "shieldStats": { + "shieldData": { "hardness": 3, "hp": 12, + "ac": 2, + "speedPen": 0, "bt": 6 }, - "speedPen": 0, - "onset": null, - "ammunition": null, "category": "Shield", "entries": [ "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." diff --git a/data/items/items-aoa1.json b/data/items/items-aoa1.json index 97deed72cb..aa93810f8b 100644 --- a/data/items/items-aoa1.json +++ b/data/items/items-aoa1.json @@ -13,8 +13,7 @@ ], "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "usage": "worn on 1 hand", "bulk": "L", @@ -31,15 +30,12 @@ "components": [ "command" ], - "frequency": null, "trigger": "Your attack roll with the Cinderclaw gauntlet is a critical success.", - "requirements": null, "entries": [ "The creature you hit must succeed at a DC 19 Fortitude save or be {@condition sickened|CRB|sickened 1} by the gauntlet's acrid smoke. Creatures that don't need to breathe are immune." ] } ], - "generic": false, "consumable": false }, { @@ -56,8 +52,7 @@ ], "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "usage": "worn", "bulk": "\u2014", @@ -79,13 +74,11 @@ "freq": 1 }, "trigger": "You would miss with an attack made with a bow.", - "requirements": null, "entries": [ "You get a +2 circumstance bonus to your attack roll. This can turn a miss into a hit." ] } ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-aoa2.json b/data/items/items-aoa2.json index 23b360a40d..e8852341d2 100644 --- a/data/items/items-aoa2.json +++ b/data/items/items-aoa2.json @@ -13,8 +13,7 @@ ], "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "usage": "held in 1 hand", "bulk": "L", @@ -34,8 +33,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The dragon's eye charm manifests fire for you to wield against your foe. You cast a 5th-level {@spell produce flame} spell with a spell attack roll of +13." ] @@ -53,8 +50,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The charm's pupil becomes plainly visible. You can look through the charm to gain darkvision for as long as you Sustain the Activation, to a maximum of 10 minutes." ] @@ -72,8 +67,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The dragon's eye charm shrouds you in a faintly glowing layer of golden energy. You gain fire resistance 5 for 10 minutes." ] @@ -91,14 +84,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You can speak and understand Draconic as long as you Sustain the Activation, to a maximum of 10 minutes." ] } ], - "generic": false, "consumable": false }, { @@ -115,8 +105,7 @@ ], "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "usage": "held in 1 hand", "bulk": "L", @@ -137,8 +126,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Eclipse's blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the {@trait concentrate} trait." ] @@ -157,13 +144,11 @@ "freq": 3 }, "trigger": "You attempt a {@skill Stealth} check to {@action Hide} or {@action Sneak}, but you haven't rolled yet", - "requirements": null, "entries": [ "You absorb light, gaining a +2 status bonus to the {@skill Stealth} check." ] } ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-aoa3.json b/data/items/items-aoa3.json index f45a7bdea0..94cba1ad0d 100644 --- a/data/items/items-aoa3.json +++ b/data/items/items-aoa3.json @@ -15,8 +15,7 @@ ], "price": { "coin": "gp", - "amount": 58, - "note": null + "amount": 58 }, "usage": "held in 2 hands", "bulk": "L", @@ -25,10 +24,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ @@ -37,7 +35,6 @@ "Once soaked in special reagents and then dried, a dose of addlebrain must be either lit with flame or tossed into a fire to activate, whereupon it unleashes a cloud of toxin as normal for an inhaled poison.", { "type": "affliction", - "name": null, "traits": [], "DC": 25, "savingThrow": "Fortitude", @@ -61,9 +58,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Bellflower Toolbelt", @@ -79,11 +74,10 @@ ], "price": { "coin": "gp", - "amount": 220, - "note": null + "amount": 220 }, "usage": "worn belt", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "Different versions of this belt are customized to appear to suit specific trades, so a belt used for carpentry would look somewhat different than a belt for baking.", @@ -97,16 +91,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. As long as there are enough transformed items, the belt can be used as artisan's tools for that trade.", "Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single {@action Interact} action to return it to its normal form." ] } ], - "generic": false, "consumable": false }, { @@ -122,10 +112,9 @@ ], "price": { "coin": "gp", - "amount": 680, - "note": null + "amount": 680 }, - "bulk": "2", + "bulk": 2, "category": "no category found", "entries": [ "This mid-sized, silver cauldron is a boon within areas where access to fresh food is limited, for it can be commanded to fill itself with hearty (and delicious) vegetable stew. It can also be put to a much greater use in the pursuit of crafting certain items.", @@ -144,14 +133,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You stir the cauldron, and it casts a 4th-level {@spell create food} spell, filling itself with enough delicious vegetable stew to feed 12 Medium creatures." ] } ], - "generic": false, "consumable": false }, { @@ -181,7 +167,6 @@ } } ], - "generic": false, "consumable": false }, { @@ -197,8 +182,7 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "held in 1 hand", "bulk": "L", @@ -218,14 +202,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "If the next action you use is to {@action Cast a Spell} of 4th level or lower that has the {@trait sleep} trait or is associated with dreams, the spell slot is not expended." ] } ], - "generic": false, "consumable": false }, { @@ -254,9 +235,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You touch the Eye of the Wise to a gem worth at least 10 gp, whereupon the Eye of the Wise assumes the appearance of the touched gemstone. While this connection is active, the carriers of the Eye of the Wise and of the other gemstone can communicate telepathically with one another over any distance, as long as both are on the same plane.", "This connection is {@condition broken} if the other gemstone is damaged, if the Eye of the Wise becomes attuned to another gemstone, or if the bearer of the Eye of the Wise Dismisses the activation." @@ -271,15 +249,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You hold the Eye of the Wise up to your own eye and peer through it. The Eye of the Wise grows transparent and grants you a +2 item bonus to attempts to {@action Decipher Writing}, {@action Disable a Device}, {@action Identify Magic}, {@action Pick a Lock}, {@action Seek}, or {@action Sense Motive}. You can Sustain this activation as long as you hold the gem in place." ] } ], - "generic": false, "consumable": false }, { @@ -297,8 +271,7 @@ ], "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "bulk": "L (when not activated)", "category": "Structure", @@ -314,9 +287,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You place the gourd home on the ground (in an open area large enough to contain it) and cause it to expand in size to a 30-foot-square structure with one door. The interior of the gourd is a single large room that can hold 10 Small or Medium creatures with moderate comfort." ] @@ -334,7 +304,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "The gourd home must be expanded into its house form atop earth or soil.", "entries": [ "By rapping on the door from either outside or inside, you cause the gourd home to shrink back into its normal size and appear to be a non-magical gourd sitting on the ground. For the following 8 hours, the interior of the gourd home becomes an extradimensional space whose size appears unchanged to those within.", @@ -342,7 +311,6 @@ ] } ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-aoa4.json b/data/items/items-aoa4.json index afe531159f..bd31627fcb 100644 --- a/data/items/items-aoa4.json +++ b/data/items/items-aoa4.json @@ -15,8 +15,7 @@ ], "price": { "coin": "gp", - "amount": 9500, - "note": null + "amount": 9500 }, "usage": "etched onto a weapon", "category": "Rune", @@ -27,7 +26,6 @@ "The wisdom of this weapon's past owners flows into your mind, amplifying your own abilities with the weapon. Your proficiency rank with this weapon is one step higher than normal, to a maximum of the highest proficiency rank you have in any weapon. For instance, if you had master proficieny with martial weapons and expert proficiency with advanced weapons, you would have master proficiency with advanced weapon that had this rune.", "In addition, while wielding the ancestral echoing weapon, you have expert proficiency in one {@skill Lore} skill relevant to one or more of the weapon's previous owners. This is typically {@skill Lore||Dwarven Lore} but is ultimately determined by the GM depending on the weapon's history." ], - "generic": false, "consumable": false }, { @@ -55,8 +53,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 475, - "note": null + "amount": 475 }, "entries": [] }, @@ -65,8 +62,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2800, - "note": null + "amount": 2800 }, "entries": [ "The weapon deals {@damage 1d4} bleed damage to creatures designated as the clan's enemy, and the DC of the Fortitude save to avoid becoming {@condition sickened} is 30." @@ -89,8 +85,7 @@ ], "price": { "coin": "gp", - "amount": 5800, - "note": null + "amount": 5800 }, "usage": "worn", "bulk": "\u2014", @@ -110,14 +105,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You exude an aura that terrifies all foes in a 60-foot radius, as the frightful presence ability (Pathfinder Bestiary 343) with a DC 34 Will save." ] } ], - "generic": false, "consumable": false }, { @@ -134,11 +126,10 @@ ], "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This magical chisel evokes the holy symbol of the elven goddess of art and architecture, {@deity Findeladlara|LOGM}. The Guiding Chisel's original function was as a portal key to Duskgate, but as {@deity Alseta|LOGM}'s Ring faded from the collective memories of the elves, the chisel became known and used exclusively for its other abilities. Eventually, elven emissaries gave it to the dwarves of Saggorak as a gesture of friendship.", @@ -157,14 +148,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building can take any shape you wish, filling up to ten contiguous 10-foot cubes within 1,000 feet of the chisel. The building lasts until you use the chisel to create another building. This building has the {@trait structure} trait." ] } ], - "generic": false, "consumable": false }, { @@ -181,15 +169,13 @@ ], "price": { "coin": "gp", - "amount": 52, - "note": null + "amount": 52 }, "usage": "etched onto a clan dagger", "category": "Rune", "entries": [ "A kin-warding clan dagger can deflect attacks aimed at your allies. When you use the weapon's {@trait parry} trait, you can point the clan dagger at an adjacent ally instead of defending yourself, creating a shield of runes around them. The runic barrier grants your ally the weapon's circumstance bonus to AC, but you do not gain the bonus yourself." ], - "generic": false, "consumable": false }, { @@ -205,12 +191,11 @@ ], "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, "usage": "held in 1 hand", - "bulk": "1", - "shieldStats": { + "bulk": 1, + "shieldData": { "hardness": 15, "hp": 120, "bt": 60 @@ -220,7 +205,6 @@ "This steel shield contains a smoldering core of magma that never cools. Whenever the reforging shield's current Hit Points are below its Break Threshold, the shield recovers 5 Hit Points at the start of its wielder's turn each round until it is no longer {@condition broken}. Each time a character Repairs the shield, the shield recovers double the number of Hit Points.", "The shield has Hardness 15, HP 120, and BT 60." ], - "generic": false, "consumable": false }, { @@ -238,8 +222,7 @@ ], "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "usage": "etched onto medium or heavy armor", "category": "Rune", @@ -250,7 +233,6 @@ "Rock-braced armor makes you as hard to move as a boulder. Whenever another creature attempts to forcibly move you from your space, you gain a +4 item bonus to your Fortitude DC against the check to move you. If the creature would not normally need to attempt a check to move you, then the creature must succeed at an {@skill Athletics} check against your Fortitude DC (including the +4 item bonus) or you are unmoved.", "Clan Dagger Runes Clan daggers are weapons of great cultural and personal significance to many dwarves. The following runes were invented specifically to enhance clan daggers, but they can be applied to any weapon that meets the runes' requirements." ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-aoa5.json b/data/items/items-aoa5.json index f29e3c3355..586ff92c13 100644 --- a/data/items/items-aoa5.json +++ b/data/items/items-aoa5.json @@ -30,14 +30,11 @@ "unit": "round", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The charm grants you control over an aluum you can see within 60 feet, with a level equal to or lower than the charm. This has the effect of dominate and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, it gets a result on its saving throw one degree higher than what it rolled. You can control only one aluum at a time using this activation, and controlling a new aluum ends the effect for one you had previously affected." ] } ], - "generic": false, "consumable": false }, { @@ -55,8 +52,7 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "held in 1 hand", "bulk": "L", @@ -65,17 +61,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Typically used to fake one's death, this poison swiftly causes the imbiber to lose consciousness and suppresses vital signs. A creature examining the {@condition unconscious} target must succeed at a {@skill Medicine} check against the imbiber's {@skill Deception} DC + 4 to determine that the target is alive, and a critical success allows the examiner to determine that a toxin is causing the effect. The false death toxin has an extremely bitter taste ({@skill Perception} DC 10 to detect), making it difficult to trick a creature into consuming the poison against its wishes.", { "type": "affliction", - "name": null, "traits": [], "DC": 18, "savingThrow": "Fortitude", @@ -99,9 +93,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Frenzy Oil", @@ -118,8 +110,7 @@ ], "price": { "coin": "gp", - "amount": 1500, - "note": null + "amount": 1500 }, "usage": "held in 1 hand", "bulk": "L", @@ -128,17 +119,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This oil, which is pressed from vrock spores and mixed with a combination of acacia ash and thistle seeds, seeps into the skin of living creatures, initially inspiring irritability that unpredictably manifests as berserk rage.", { "type": "affliction", - "name": null, "traits": [], "DC": 37, "savingThrow": "Fortitude", @@ -162,9 +151,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Gorgon's Breath", @@ -181,8 +168,7 @@ ], "price": { "coin": "gp", - "amount": 475, - "note": null + "amount": 475 }, "usage": "held in 1 hand", "bulk": "L", @@ -191,17 +177,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Gorgon's breath is a fine powder that can easily enter living creatures' bloodstreams through their lungs before binding to mucous membranes and causing any nearby soft tissues to harden.", { "type": "affliction", - "name": null, "traits": [], "DC": 32, "savingThrow": "Fortitude", @@ -225,9 +209,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Grinning Pugwampi", @@ -245,8 +227,7 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "affixed to weapon", "bulk": "\u2014", @@ -262,9 +243,7 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You damage a {@condition flat-footed} creature with the affixed weapon", - "requirements": null, "entries": [ "The damaged creature must attempt a DC 33 Will save.", { @@ -277,9 +256,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Isolation Draught", @@ -296,8 +273,7 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "held in 1 hand", "bulk": "L", @@ -306,17 +282,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Derived from steeping toxic highland plum pits in refined grain alcohols, this clear tonic slowly shuts down the imbiber's senses.", { "type": "affliction", - "name": null, "traits": [], "DC": 25, "savingThrow": "Fortitude", @@ -340,9 +314,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Mage Bane", @@ -359,8 +331,7 @@ ], "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "usage": "held in 2 hands", "bulk": "L", @@ -369,21 +340,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Upon being mixed and injected into the bloodstream, this powder of the crimson orchid quickly assaults the brain and nerves, disrupting the victim's ability to piece together coherent thoughts and spells.", { "type": "affliction", - "name": null, "traits": [], "DC": 32, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -403,9 +371,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Nethysian Bulwark", @@ -421,11 +387,10 @@ ], "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This round shield is often fashioned to resemble the religious symbol of its dual-natured namesake.", @@ -439,15 +404,12 @@ "components": [ "envision" ], - "frequency": null, "trigger": "The shield becomes {@condition broken} when performing a", - "requirements": null, "entries": [ "The shield explodes in a burst of bright light and shadowy tendrils, releasing a 15-foot cone of force that must include the attacker if possible. The cone deals {@damage 6d8} force damage to all creatures in the area (DC 34 basic Reflex save)." ] } ], - "generic": false, "consumable": false }, { @@ -465,8 +427,7 @@ ], "price": { "coin": "gp", - "amount": 14000, - "note": null + "amount": 14000 }, "usage": "held in 2 hands", "bulk": "L", @@ -475,17 +436,15 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly: victims experience periods of waking nightmares that overload the senses and eventually result in death through a combination of shock and exhaustion.", { "type": "affliction", - "name": null, "traits": [], "DC": 43, "savingThrow": "Fortitude", @@ -509,9 +468,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Oblivion Essence", @@ -528,8 +485,7 @@ ], "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "usage": "held in 2 hands", "bulk": "L", @@ -538,21 +494,18 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Created from a daemon's powdered soul gems or refined from the waters of Abaddon's rivers, oblivion essence causes victims to rapidly age and decay.", { "type": "affliction", - "name": null, "traits": [], "DC": 42, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6\nrounds", "stages": [ { @@ -572,9 +525,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Pactmasters' Grace", @@ -590,8 +541,7 @@ ], "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "usage": "worn", "bulk": "\u2014", @@ -599,7 +549,6 @@ "entries": [ "Granted by Katapesh's Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, these blue crystal\u2013studded platinum rings sharpen their wearers' urban instincts. You gain a +3 item bonus to {@skill Lore||Mercantile Lore} checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in {@skill Society}. While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in {@skill Lore||Guild Lore}, {@skill Lore||Katapesh Lore}, {@skill Lore||Mercantile Lore}, or {@skill Society}." ], - "generic": false, "consumable": false }, { @@ -622,10 +571,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -639,8 +587,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The bomb deals {@damage 1d6} piercing damage and 1 piercing splash damage, and the target is {@condition stupefied|CRB|stupefied 1}." @@ -651,8 +598,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "You gain a +1 item bonus to attack rolls.", @@ -664,8 +610,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "You gain a +2 item bonus to attack rolls.", @@ -677,16 +622,14 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "You gain a +3 item bonus to attack rolls.", "The bomb deals {@damage 4d6} piercing damage and 4 piercing splash damage, and the target is {@condition stupefied|CRB|stupefied 3}." ] } - ], - "consumable": true + ] }, { "name": "Weeping Midnight", @@ -703,8 +646,7 @@ ], "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "usage": "held in 2 hands", "bulk": "L", @@ -713,21 +655,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Alchemists have refined the devastatingly allergenic pollen of the widow orchid to create this venom, which swiftly causes the victim's eyes to leak mucus and swell shut.", { "type": "affliction", - "name": null, "traits": [], "DC": 36, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6\nrounds", "stages": [ { @@ -747,9 +686,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] } ] } diff --git a/data/items/items-aoa6.json b/data/items/items-aoa6.json index 44b206da69..7de636e5ae 100644 --- a/data/items/items-aoa6.json +++ b/data/items/items-aoa6.json @@ -13,7 +13,7 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Artifact", "entries": [ "Each of the legendary Orbs of Dragonkind contains the essence and personality of a powerful dragon. The Orb of Gold Dragonkind was the most powerful of them all, until it was shattered by Mengkare's draconic breath.", @@ -29,9 +29,6 @@ "components": [ "day" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You attempt to overwhelm a dragon's mind\u2014 while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with orb shards)", "Gold dragons take a \u20134 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a {@condition hostile} act other than that of the orb.", @@ -47,7 +44,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -70,7 +66,6 @@ "Each orb shard within 60 feet of the flawed orb of Gold Dragonkind increases the save DC against the orb by 1; thus, if all 13 remaining orb shards are in this area, the save DC against the flawed orb increases from DC 30 to DC 43. A talented spellcaster or crafter can integrate an orb shard back into the flawed orb to make this DC increase permanent.", "Destruction An orb shard is extraordinarily resilient, but it can be damaged or even destroyed by mundane attacks (Hardness 40, HP 50, BT 25). It has weakness 30 to the Breath Weapons and Strikes of gold dragons." ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-aoe1.json b/data/items/items-aoe1.json index 7fb353e7d3..b6ecbb1399 100644 --- a/data/items/items-aoe1.json +++ b/data/items/items-aoe1.json @@ -13,8 +13,7 @@ ], "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "usage": "held in 1 hand", "bulk": "L", @@ -23,17 +22,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "You can apply this pale eggshell powder to one outfit, one object of up to Medium size, or up to 10 smaller objects in the same space, such as jewelry, to make them appear gilded for 1 hour. If used as part of {@action Make an Impression||Making an Impression} on an audience swayed by expensive clothing, it makes most clothing or jewelry seem to be worth 10 times as much as they really are. Only someone who closely inspects an affected item notices it's not real gold. If you apply the salts to an object made of metal, the metal softens like gold, reducing its Hardness by 4 (to a minimum of Hardness 10) for 1 hour." - ], - "generic": false, - "consumable": true + ] }, { "name": "Blindpepper Bomb", @@ -50,8 +46,7 @@ ], "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "usage": "held in 1 hand", "bulk": "L", @@ -60,17 +55,14 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ "Though expensive, these single-use alchemical bombs are often used by police forces to disperse unruly crowds and quell riots without risking permanent physical injury to either officers or civilians. The bomb can be thrown up to 30 feet, causing it to explode, spraying the aerosolized pepper dust in a 15-foot-radius burst. All creatures in the area must succeed at a DC 18 Reflex save to avoid inhaling the dust or getting it in their eyes. On a failed save, the creature is {@condition blinded} for 1 round and then {@condition dazzled} for 1 round. On a critical failure, the creature is {@condition blinded} for 1 round, {@condition sickened|CRB|sickened 1}, and {@condition dazzled} until it removes the {@condition sickened} condition." - ], - "generic": false, - "consumable": true + ] }, { "name": "Blindpepper Tube", @@ -86,17 +78,14 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", "category": "Consumable", "entries": [ "This single-use pacification device consists of finely ground hot pepper loaded into a sealed, blowgun-style tube with a one-way valve and a range of 5 feet. To use it, the wielder must tear open the tube's seal as an {@action Interact} action, then spend another action to blow the hot pepper into an adjacent creature's face. These actions don't have to be taken in the same round. The target must attempt a DC 15 Reflex save to avoid inhaling the pepper or getting it in their eyes. On a failed save, the creature is {@condition blinded} for 1 round and then {@condition dazzled} for 1 round. On a critical failure, the creature is {@condition blinded} for 1 round, {@condition sickened|CRB|sickened 1}, and {@condition dazzled} until it removes the {@condition sickened} condition." - ], - "generic": false, - "consumable": true + ] }, { "name": "Corpseward Pendant", @@ -112,8 +101,7 @@ ], "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "usage": "worn amulet", "bulk": "\u2014", @@ -133,15 +121,12 @@ "unit": "day", "freq": 3 }, - "trigger": null, - "requirements": null, "entries": [ "You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, nor detect you with sensory capabilities such as scent or {@ability tremorsense}. A creature can attempt a single DC 18 Will saving throw to ignore this effect.", "If an undead has reason to believe that {@condition undetected} opponents are present, it can still attempt to {@action Seek} or {@action Strike} you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours." ] } ], - "generic": false, "consumable": false }, { @@ -155,8 +140,7 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "held in 2 hands", "bulk": "L", @@ -166,7 +150,6 @@ "The kit consists of two parts. The first, a delicate brush and a jar of extremely fine dust, is used to reveal fingerprints left behind by most humanoid creatures. The dust sticks to the natural oils left behind on smooth surfaces. When you use the kit to determine whether or not creatures left behind a fingerprint at a crime scene, the GM rolls a secret {@skill Thievery} check against the {@skill Thievery} DC of every creature capable of leaving prints that has interacted with the scene. On a success, you locate a clear print from that creature and carefully transfer it to a special sheet of sticky paper. (Note that fingerprints can last for days, and prints collected in this manner often include those of victims, witnesses, and unrelated passersby.) At the GM's discretion, the print-leaving creature might get a bonus to its {@skill Thievery} DC for taking special precautions. In other cases, finding a print might be impossible (such as if the creature was wearing gloves or if the location has been significantly compromised)", "The second part of the kit is a small sheaf of paper and a pad soaked in ink. By forcing a humanoid creature with fingerprints to roll a finger across the pad and then press it to the paper, you can obtain an image of the unique whorls in that creature's fingerprints. These can then be compared to any prints found at a crime scene. Successfully determining whether or not two prints match requires a DC 15 {@skill Perception} check\u2014the GM should roll this check secretly as well, since a failed check may result in false information." ], - "generic": false, "consumable": false }, { @@ -185,8 +168,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", @@ -195,10 +177,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ @@ -206,7 +187,6 @@ "Taking an additional dose of grolna while affected by the effects of stage 1 of a previous dose resets the duration of stage 1 and postpones the onset of stage 2 effects.", { "type": "affliction", - "name": null, "traits": [], "DC": 13, "savingThrow": "Fortitude", @@ -220,9 +200,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Handcuffs", @@ -248,8 +226,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "entries": [ "Escaping requires two successful DC 27 {@skill Thievery} checks, and the {@skill Athletics} DC to Break Open the chain between handcuffs is 30." @@ -260,8 +237,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "entries": [ "Escaping requires three successful DC 30 {@skill Thievery} checks, and the {@skill Athletics} DC to Break Open the chain between handcuffs is 35." @@ -272,8 +248,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, "entries": [ "Escaping requires four successful DC 40 {@skill Thievery} checks, and the {@skill Athletics} DC to Break Open the chain between handcuffs is 45." @@ -297,8 +272,7 @@ ], "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "usage": "held in 1 hand", "bulk": "L", @@ -307,17 +281,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This soporific chemical comes in liquid form and is virtually undetectable by taste or scent. It's most commonly slipped into a victim's drink to quickly induce a deep unconsciousness.", { "type": "affliction", - "name": null, "traits": [], "DC": 23, "savingThrow": "Fortitude", @@ -336,9 +308,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Looter's Lethargy", @@ -355,8 +325,7 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "held in 1 hand", "bulk": "L", @@ -365,10 +334,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ @@ -377,7 +345,6 @@ "Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser.", { "type": "affliction", - "name": null, "traits": [], "DC": 19, "savingThrow": "Fortitude", @@ -401,9 +368,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Monkey's Fist", @@ -416,7 +381,6 @@ "Also called a \"slungshot,\" the monkey's fist is a short length of rope ending in a thick knot wrapped around a metal weight. You can tie the loose end of a monkey's fist to your wrist; if you are disarmed, the weapon remains secured to your wrist rather than falling to the ground, though you must use an {@action Interact} action to grip it before using it again.", "A monkey's fist is a martial melee weapon." ], - "generic": false, "consumable": false }, { @@ -430,7 +394,6 @@ "This collapsible baton consists of several nested, telescoping metal shafts that can be extended as a free action by flicking the wrist. Once extended to its full length (usually around 2 feet), the baton locks into shape until the wielder uses an {@action Interact} action to collapse it\u2014a collapsed nightstick is 8 inches long, making it easily {@condition concealed}.", "Lighter and more maneuverable than an ordinary club or truncheon, nightsticks are designed to subdue foes without causing permanent injury. A nightstick is an uncommon simple melee weapon." ], - "generic": false, "consumable": false }, { @@ -446,8 +409,7 @@ ], "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "usage": "etched onto a weapon", "category": "Rune", @@ -465,15 +427,12 @@ "components": [ "command (mental)" ], - "frequency": null, "trigger": "You damage a creature with a pacifying weapon", - "requirements": null, "entries": [ "The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a \u20132 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop dealing lethal damage." ] } ], - "generic": false, "consumable": false }, { @@ -490,11 +449,10 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Poison", "entries": [ "Hendrid Pratchett himself designed this custom skull-topped +1 striking exquisite sword cane and had it gilded in high-quality gold. Its first victim was the very smith whom Pratchett commissioned to craft the weapon, so the means of its construction are a secret known only to Pratchett. The magic of the Reaper's Lancet applies to both the blade and the sheath, making them each effectively a +1 striking weapon, but only if both are wielded by the same creature\u2014if the two components are shared between creatures, only the blade retains the rune's magic.", @@ -508,15 +466,12 @@ "components": [ "Interact" ], - "frequency": null, "trigger": "You damage a creature with", - "requirements": null, "entries": [ "You poison the creature you hit with the poison currently in the reservoir." ] } ], - "generic": false, "consumable": false }, { @@ -533,7 +488,7 @@ "Scrying" ], "usage": "varies", - "bulk": "1", + "bulk": 1, "category": "Consumable", "entries": [ "This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other.", @@ -547,9 +502,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity.", "For basic recording rods, once activated, the rod records for 1 minute, after which it loses its recording ability but can replay that same scene over and over.", @@ -564,8 +516,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "entries": [] }, @@ -574,13 +525,11 @@ "level": 5, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] } - ], - "consumable": true + ] }, { "name": "Ring Of Discretion", @@ -597,8 +546,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "usage": "worn ring", "bulk": "\u2014", @@ -606,7 +554,6 @@ "entries": [ "This ring magically conceals any armor and sheathed weapons you're wearing by either turning them {@condition invisible} or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon, the weapon becomes obvious to onlookers and is no longer affected by the ring until you sheathe the weapon for at least 1 minute. A creature can {@quickref disbelieve this illusion|CRB|2|disbelieving illusions|0} by Seeking or any time it hits you with an attack." ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-aoe2.json b/data/items/items-aoe2.json index 5338c140c5..149a6275a9 100644 --- a/data/items/items-aoe2.json +++ b/data/items/items-aoe2.json @@ -13,16 +13,14 @@ ], "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "This 3-foot length of chain is made of a mystical blue-white steel. You can wrap the chain around an item or creature; if a ghost of 9th level or lower is bound to the item or creature via its rejuvenation ability, it cannot rejuvenate if it is destroyed. This chain can't impede a ghost's rejuvenation that is tied to an area, only to an item or creature. At the GM's discretion, the chain of the stilled spirit might work on abilities similar to Rejuvenation that prevent a spirit from going being fully destroyed." ], - "generic": false, "consumable": false }, { @@ -39,11 +37,10 @@ ], "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "Symbols of musical notes decorate this gold-framed wooden cube measuring just under 1 foot by 1 foot. A funnel-shaped trumpet protrudes from the box's top at an angle, though it feels surprisingly light. The box has a large button on its side, and it must be set down on a flat surface in order to activate it; while it's activated, the rumbling and churning gears inside the box make it impossible to carry without dropping it.", @@ -56,16 +53,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You press the button on the side of the music box, causing it to erupt with a cacophonous and discordant melody for 1 minute while it plays its entire melody, and it can't be shut off prematurely.", "The music is so loud that any creature within 60 feet must succeed at a DC 24 Fortitude save or become {@condition deafened} for as long as they remain within 60 feet of the music box, and for 1 minute thereafter. On a critical success, a creature need not make any more saves and is temporarily immune to the deafening music box for the next 24 hours; on a success, the creature must attempt a new save each round it remains within 60 feet of the music box." ] } ], - "generic": false, "consumable": false }, { @@ -83,8 +76,7 @@ ], "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "usage": "worn", "bulk": "\u2014", @@ -93,7 +85,6 @@ "This glass ring contains a swirling cloud of grayish smoke.", "When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet. Whether or not you have invested the ring, you are also visible to creatures in the Ethereal Plane within the same range. Although you can see these creatures and they can see you, you can't affect each other except with abilities that cross between the Ethereal Plane and the Material Plane." ], - "generic": false, "consumable": false }, { @@ -109,11 +100,10 @@ ], "price": { "coin": "gp", - "amount": 120, - "note": null + "amount": 120 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This surprisingly sturdy 3-foot-by-3-foot clay tile resembles a thick pressure plate. It can support up to 500 pounds of weight atop it before it is destroyed. The floorbell's nature is obvious at a glance, but mundane or magical means can obscure or camouflage the tile (such as by covering it in scattered leaves or by casting an {@spell illusory object} spell) to make it harder to detect.", @@ -127,15 +117,11 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] } ], - "generic": false, "consumable": false }, { @@ -154,8 +140,7 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "worn mask", "bulk": "L", @@ -163,7 +148,6 @@ "entries": [ "A patchwork of humanoid flesh makes up this grotesque mask stitched together with black silk or wire. It is distinctive for its bulbous orange eye\u2014 crafted from a magical glass bauble\u2014and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You automatically know the value of the {@condition frightened} condition of any {@condition observed} creature, and you gain a +1 item bonus to {@skill Perception} checks to {@action Seek} {@condition frightened} creatures. Whenever you deal precision damage to a {@condition frightened} creature, you deal 1 additional precision damage. If you are not evil, you are {@condition drained|CRB|drained 2} while wearing the Skinsaw mask." ], - "generic": false, "consumable": false }, { @@ -180,8 +164,7 @@ ], "price": { "coin": "gp", - "amount": 460, - "note": null + "amount": 460 }, "usage": "worn", "bulk": "\u2014", @@ -202,14 +185,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover {@dice 3d10+8} Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive {@trait healing} effect." ] } ], - "generic": false, "consumable": false }, { @@ -226,11 +206,10 @@ ], "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "usage": "worn backpack", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "This bulky leather harness has four pockets across the chest.", @@ -244,15 +223,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cinch the harness to prepare for mischief. You gain a +1 item bonus to {@skill Stealth} checks and a +10-foot item bonus to your Speed for 1 minute." ] } ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-aoe3.json b/data/items/items-aoe3.json index f1f73c08d7..bda05c113a 100644 --- a/data/items/items-aoe3.json +++ b/data/items/items-aoe3.json @@ -14,7 +14,7 @@ "Necromancy" ], "usage": "worn armor", - "bulk": "1", + "bulk": 1, "category": "Armor", "entries": [ "Viciously sharp spiked chains wrap around this studded leather armor that can be used to magically harm the wearer and channel supernatural abilities without somehow tearing at the leather itself.", @@ -33,14 +33,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The barbed vest casts spiritual weapon, summoning a spiked chain to fight for you." ] } ], - "generic": false, "consumable": false }, { @@ -59,8 +56,7 @@ ], "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "usage": "held in 1 hand", "bulk": "L", @@ -69,17 +65,15 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This oily, dark purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of blackfinger blight is recognizable by the pores of their fingertips weeping an inky oil that coats their hands and makes it difficult to hold things. Each round, at the beginning of their turn, a creature affected by blackfinger blight must succeed at a flat DC 5 check or drop one random item they're holding.", { "type": "affliction", - "name": null, "traits": [], "DC": 32, "savingThrow": "Fortitude", @@ -103,9 +97,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Mnemonic Acid", @@ -121,8 +113,7 @@ ], "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "usage": "held in 1 hand", "bulk": "L", @@ -131,19 +122,16 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ "This translucent yellow-green liquid has a sharp, tangy odor and an oily sheen. It's mildly acidic and can cause a minor rash after prolonged contact with skin. To unlock its true potential, you must submerge a piece of an intelligent creature's brain matter in the acid and allow the material to completely dissolve. This takes {@dice 2d10} minutes, during which time the mnemonic acid bubbles and steams eagerly.", "Once the brain matter fully dissolves, you can consume the acid as an {@action Interact} action to experience a powerful vision and relive one of the memories of the creature whose brain matter was dissolved. You have no control over which memory you experience, although such visions are almost always of memories that were meaningful to the owner of the dissolved brain matter. The memory might be of a single event or a series of related and interconnected events; the memory lasts no longer than 10 minutes, and you're blind to the world around you for the duration.", "Each dose of mnemonic acid requires roughly 10% of the brain matter of the creature whose visions are to be experienced, meaning that up to 10 different memories from the same creature can be experienced, each with a different dose of mnemonic acid, before the brain matter is exhausted." - ], - "generic": false, - "consumable": true + ] } ] } diff --git a/data/items/items-aoe4.json b/data/items/items-aoe4.json index 8d08f1e38a..e1609a3a80 100644 --- a/data/items/items-aoe4.json +++ b/data/items/items-aoe4.json @@ -13,11 +13,10 @@ ], "price": { "coin": "gp", - "amount": 6250, - "note": null + "amount": 6250 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This +2 greater striking dancing shortsword has a golden handguard resembling a bird with outstretched wings. The sword's blade is {@condition broken} halfway up its length, but this doesn't impair the sword's function.", @@ -31,16 +30,12 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] } ], "craftReq": "You must craft the blade in the Harrowed Realm.", - "generic": false, "consumable": false }, { @@ -58,8 +53,7 @@ ], "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "usage": "held in 1 hand", "bulk": "L", @@ -68,17 +62,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This heavier-than-air mist emits a soft glow. While this poison lasts, it causes its victims to shine from within with agonizing, brilliant radiance. This effect has the {@trait light} trait (although the poison itself doesn't, so only the {@trait light} effect can be counteracted by {@trait darkness} effects). The {@condition sickened} condition from daylight vapor can't be removed while the poison lasts, and when the victim enters an area of magical darkness, the poison attempts to counteract the darkness with a counteract modifier of +21. If the poison fails, it can't attempt to counteract the same darkness again.", { "type": "affliction", - "name": null, "traits": [], "DC": 31, "savingThrow": "Fortitude", @@ -103,9 +95,7 @@ ] } ], - "craftReq": "Supply one casting of sunburst.", - "generic": false, - "consumable": true + "craftReq": "Supply one casting of sunburst." }, { "name": "Death Knell Powder", @@ -122,8 +112,7 @@ ], "price": { "coin": "gp", - "amount": 625, - "note": null + "amount": 625 }, "usage": "held in 2 hands", "bulk": "L", @@ -132,21 +121,18 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This poison is made from toxic spores of death knell mushrooms, which are reduced to a gray powder and suffused with necromantic energy. If you're reduced to 0 Hit Points while under the effect of death knell powder, you must succeed at a DC 34 Will save or die (this is a {@trait death} effect). If you die, a random creature adjacent to you is bolstered by your departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.", { "type": "affliction", - "name": null, "traits": [], "DC": 34, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -167,9 +153,7 @@ ] } ], - "craftReq": "Supply one casting of death knell.", - "generic": false, - "consumable": true + "craftReq": "Supply one casting of death knell." }, { "name": "Fearweed", @@ -186,8 +170,7 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "held in 2 hands", "bulk": "L", @@ -196,17 +179,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Cultivated by mashing and fermenting toxic weeds found in lonely graveyards, fearweed is a greenish paste magically infused with psychic horror. The {@condition frightened} condition from fearweed can't be removed while the poison lasts.", { "type": "affliction", - "name": null, "traits": [], "DC": 30, "savingThrow": "Fortitude", @@ -231,9 +212,7 @@ ] } ], - "craftReq": "Supply one casting of 4th-level {@spell fear}.", - "generic": false, - "consumable": true + "craftReq": "Supply one casting of 4th-level {@spell fear}." }, { "name": "Hardened Harrow Deck", @@ -248,8 +227,7 @@ ], "price": { "coin": "gp", - "amount": 4350, - "note": null + "amount": 4350 }, "usage": "held in 1 hand", "bulk": "L", @@ -268,15 +246,11 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "All cards from the hardened harrow deck within 60 feet that you can see fly back into the deck." ] } ], - "generic": false, "consumable": false }, { @@ -294,8 +268,7 @@ ], "price": { "coin": "gp", - "amount": 235, - "note": null + "amount": 235 }, "usage": "held in 2 hands", "bulk": "L", @@ -304,21 +277,19 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If you eat at least a mouthful of humanoid flesh, you ignore the {@condition enfeebled} condition from hunger oil for 1 minute. While under the effect of hunger oil, you regain only half as many Hit Points from {@trait healing} effects unless you've eaten at least a mouthful of humanoid flesh in the last minute.", { "type": "affliction", - "name": null, "traits": [], "DC": 30, "savingThrow": "Fortitude", - "onset": "1\nminute", + "onset": "1 minute", "maxDuration": "6 minutes", "stages": [ { @@ -339,9 +310,7 @@ ] } ], - "craftReq": "Supply one casting of ghoulish cravings.", - "generic": false, - "consumable": true + "craftReq": "Supply one casting of ghoulish cravings." }, { "name": "Liar's Demise", @@ -358,8 +327,7 @@ ], "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "usage": "held in 2 hands", "bulk": "L", @@ -368,10 +336,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ @@ -379,11 +346,10 @@ "You take this damage once per round, even if you lie several times in rapid succession. You're aware of this effect and can choose to not answer or give only evasive, technically truthful, answers; this is a {@trait mental} effect.", { "type": "affliction", - "name": null, "traits": [], "DC": 34, "savingThrow": "Fortitude", - "onset": "1\nminute", + "onset": "1 minute", "maxDuration": "6 minutes", "stages": [ { @@ -404,9 +370,7 @@ ] } ], - "craftReq": "Supply one casting of zone of truth.", - "generic": false, - "consumable": true + "craftReq": "Supply one casting of zone of truth." }, { "name": "Lifeblight Residue", @@ -424,8 +388,7 @@ ], "price": { "coin": "gp", - "amount": 1100, - "note": null + "amount": 1100 }, "usage": "held in 2 hands", "bulk": "L", @@ -434,21 +397,18 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This black slime is carefully culled from coffins and sarcophagi used by the undead, and is then distilled and combined with necromantic energy, creating a dangerous sludge that leeches life force as aggressively as it rots flesh.", { "type": "affliction", - "name": null, "traits": [], "DC": 35, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -469,9 +429,7 @@ ] } ], - "craftReq": "Supply one casting of 8th-level {@spell harm}.", - "generic": false, - "consumable": true + "craftReq": "Supply one casting of 8th-level {@spell harm}." }, { "name": "Poisoner's Staff", @@ -487,21 +445,16 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant.", "While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome {@condition persistent damage ||persistent poison damage}.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -515,8 +468,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "entries": [ "You reduce the DC of your flat checks to overcome {@condition persistent damage ||persistent poison damage} from 15 to 13.", @@ -534,8 +486,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [ "You reduce the DC of your flat checks to overcome {@condition persistent damage ||persistent poison damage} from 15 to 10.", @@ -553,8 +504,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ "You reduce the DC of your flat checks to overcome {@condition persistent damage ||persistent poison damage} from 15 to 5.", @@ -586,8 +536,7 @@ ], "price": { "coin": "gp", - "amount": 1650, - "note": null + "amount": 1650 }, "usage": "held in 1 hand", "bulk": "L", @@ -596,10 +545,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ @@ -607,7 +555,6 @@ "Desperate users might consume this poison to keep enemies at bay despite the poison's debilitating effects. While you're {@condition stupefied} from this poison, a creature that starts its turn within 10 feet of you or approaches within 10 feet of you must attempt a DC 35 Will saving throw. On a failure, the creature can't voluntarily move closer to you; this is a {@trait mental} effect. Once the approaching creature has attempted to save, it uses the same result for all saves from that dose of repulsion resin.", { "type": "affliction", - "name": null, "traits": [], "DC": 38, "savingThrow": "Fortitude", @@ -632,9 +579,7 @@ ] } ], - "craftReq": "Supply one casting of repulsion.", - "generic": false, - "consumable": true + "craftReq": "Supply one casting of repulsion." }, { "name": "Sight-theft Grit", @@ -651,8 +596,7 @@ ], "price": { "coin": "gp", - "amount": 115, - "note": null + "amount": 115 }, "usage": "held in 1 hand", "bulk": "L", @@ -661,17 +605,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the {@spell blindness} spell, sight-theft grit causes the victim's sight to dim and then depart altogether. The {@condition blinded} condition from this poison lasts for an additional 24 hours once the poison has run its course.", { "type": "affliction", - "name": null, "traits": [], "DC": 28, "savingThrow": "Fortitude", @@ -696,9 +638,7 @@ ] } ], - "craftReq": "Supply one casting of blindness.", - "generic": false, - "consumable": true + "craftReq": "Supply one casting of blindness." }, { "name": "Spectral Nightshade", @@ -715,8 +655,7 @@ ], "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "usage": "held in 1 hand", "bulk": "L", @@ -725,17 +664,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Belladonna cultivated in planes hazardous to living visitors, such as the Shadow Plane or the Boneyard, grow with a strange, skeletal look to their branches. The leaves and berries of these extraplanar plants are partly incorporeal and significantly more toxic than belladonna grown on the Material Plane. When imbued with spirit-twisting magic, spectral nightshade quickly drains away the victim's vitality and makes colors painfully bright and bewildering. Spectral nightshade doesn't affect creatures that have no spirit; if a possessing spirit inhabits a body that takes poison damage from spectral nightshade, the possessor takes an equal amount of force damage, even if the possessor can't be affected directly by poisons.", { "type": "affliction", - "name": null, "traits": [], "DC": 33, "savingThrow": "Fortitude", @@ -760,9 +697,7 @@ ] } ], - "craftReq": "Supply one casting of spirit blast.", - "generic": false, - "consumable": true + "craftReq": "Supply one casting of spirit blast." }, { "name": "Spell-eating Pitch", @@ -779,8 +714,7 @@ ], "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "usage": "held in 2 hands", "bulk": "L", @@ -789,21 +723,18 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This gummy resin contains sparkling motes of magical energy that dramatically impair your cognitive functions and dispel spells as you cast them. Spell energy manifests but then sputters out, as though {@condition drained} away by the sparkling motes. While you're {@condition stupefied} by this poison, the DC of flat checks to avoid disruption from the {@condition stupefied} condition when you {@action Cast a Spell} is 5 + twice the {@condition stupefied} value, rather than 5 + the {@condition stupefied} value.", { "type": "affliction", - "name": null, "traits": [], "DC": 31, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6\nrounds", "stages": [ { @@ -824,9 +755,7 @@ ] } ], - "craftReq": "Supply one casting of 6th-level {@spell dispel magic}.", - "generic": false, - "consumable": true + "craftReq": "Supply one casting of 6th-level {@spell dispel magic}." }, { "name": "Whisper Briolette", @@ -844,28 +773,24 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "affixed to armor or to an outfit if a character has no", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "envision", - "requirements": "You are an expert in {@skill Stealth}", - "frequency": null, - "trigger": null + "components": [ + "envision" + ], + "requirements": "You are an expert in {@skill Stealth}" }, "category": "Talisman", "entries": [ "This teardrop-shaped gemstone has triangular facets and looks suitable for fancy attire, although close inspection shows that it's hollow. When it's activated, you can instantly impart up to 1 minute of speech (roughly 150 words) telepathically to any creatures you choose within 100 feet. You can impart this instantaneous telepathic message to creatures that you perceive and creatures {@condition hidden} to you, but you can't do so to {@condition undetected} creatures.", "Once used, the whisper briolette becomes unusable and subtly vanishes within the next few minutes, rather than crumbling to dust." - ], - "generic": false, - "consumable": true + ] } ] } diff --git a/data/items/items-aoe5.json b/data/items/items-aoe5.json index d86b40ac9d..339bd849f7 100644 --- a/data/items/items-aoe5.json +++ b/data/items/items-aoe5.json @@ -14,11 +14,10 @@ ], "price": { "coin": "gp", - "amount": 13000, - "note": null + "amount": 13000 }, "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "Engraved with carvings of tortured souls, this green cauldron has two abilities that allow it to capture nightmares and then unleash them on the world. The cauldron has an affinity for preying on the minds of captives and prisoners, who take a \u20132 circumstance penalty to saving throws against it.", @@ -35,8 +34,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The cauldron casts nightmare (DC 35) on a target creature that you know by name. The target must be on the same plane as you. If the target fails its save and is 15th level or lower, you add its nightmare to the cauldron. The cauldron can hold only six nightmares at a time; when you add a new nightmare, you choose which six to keep." ] @@ -54,8 +51,6 @@ "freq": 1, "unit": "week" }, - "trigger": null, - "requirements": null, "entries": [ "You spill the nightmarish contents of the cauldron onto the ground and choose one creature whose nightmare is stored in your cauldron. A nightmare copy of the chosen creature springs to life from the bubbling pile of horror.", "The cauldron casts duplicate foe on the target, ignoring the range restriction, and the target automatically fails its saving throw. All enemies within 20 feet of the cauldron are subjected to a {@spell fear} spell (DC 35). All other nightmares stored in the cauldron are lost. The cauldron becomes totally inert and can't be used again for 1 week." @@ -63,7 +58,6 @@ } ], "craftReq": "Supply a casting of nightmare.", - "generic": false, "consumable": false }, { @@ -80,8 +74,7 @@ ], "price": { "coin": "gp", - "amount": 20000, - "note": null + "amount": 20000 }, "usage": "worn cloak", "bulk": "L", @@ -102,7 +95,6 @@ "freq": 1 }, "trigger": "You're struck by a melee attack with a held weapon", - "requirements": null, "entries": [ "You deflect the blow and attempt to catch the weapon in the cloak's gears. Make an {@skill Athletics} check to {@action Disarm} the weapon." ] @@ -116,15 +108,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a \u20134 penalty to {@skill Perception} checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll." ] } ], - "generic": false, "consumable": false }, { @@ -141,8 +129,7 @@ ], "price": { "coin": "gp", - "amount": 13000, - "note": null + "amount": 13000 }, "usage": "worn headwear", "bulk": "L", @@ -163,14 +150,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "You've wound the clockwork helm for 10 minutes within the last 24 hours", "entries": [ "You fire a beam of withering heat from the helmet's eye slits at a target. Make a spell or ranged attack roll (your choice) to affect the target. On a hit, the target takes {@damage 10d8} fire damage and is {@condition drained|CRB|drained 2}." ] } ], - "generic": false, "consumable": false }, { @@ -188,8 +173,7 @@ ], "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "usage": "held in 1 hand", "bulk": "L", @@ -199,19 +183,17 @@ "unit": "varies", "entry": "{@as 1} or {@as 2}" }, - "components": "Interact", - "requirements": "The round you activate the rejuvenator, you must first spend either 1", - "frequency": null, - "trigger": null + "components": [ + "Interact" + ], + "requirements": "The round you activate the rejuvenator, you must first spend either 1" }, "category": "Consumable", "entries": [ "This device has four finger-like latches centered around a whirring mass of gears.", "After winding the clockwork rejuvenator, you can latch it to the chest of an adjacent recently dead creature and return it to life.", "If you wound the rejuvenator using 1 {@action Interact} action, you can return to life a creature that died in the last 2 rounds, restoring it to 1 HP. If you wound the rejuvenator using 2 {@action Interact} actions, you can return to life a creature that died within the last 3 rounds. After attaching, the device continues to whirl for 1 minute, restoring 10 HP per round to the target. Thereafter, the clockwork rejuvenator loses its magic and becomes inert." - ], - "generic": false, - "consumable": true + ] }, { "name": "Forgotten Shell", @@ -227,8 +209,7 @@ ], "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "usage": "worn armor", "bulk": "4", @@ -238,7 +219,6 @@ "You can spend 1 hour using blacksmithing tools to bind a helpless Medium humanoid inside the suit, which welds the suit shut and makes it impossible to remove without breaking it (Hardness 9, HP 36, BT 18). The humanoid inside the suit counts as being Invested while bound in this fashion and can't break out of the suit on its own. If the suit is welded shut, the creature gains the benefits above but also the following penalties: Whenever the humanoid attempts a {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} check, they must roll twice and use the worse result. Additionally, creatures the humanoid encounters have an initial attitude toward them of one degree worse than they normally would (for instance, {@condition unfriendly} instead of {@condition indifferent})." ], "craftReq": "Supply a casting of nondetection and outcast's curse.", - "generic": false, "consumable": false }, { @@ -255,11 +235,10 @@ ], "price": { "coin": "gp", - "amount": 7200, - "note": null + "amount": 7200 }, "usage": "worn armor", - "bulk": "1", + "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.", @@ -277,7 +256,6 @@ "freq": 1 }, "trigger": "You are hit by a melee, ranged, or spell attack", - "requirements": null, "entries": [ "The attack misses you, dealing no damage as you transform into a cloud of spores. You gain the benefits of a {@spell gaseous form} spell for 1 minute. For the duration, a cloud of deadly spores surrounds you.", "Each breathing creature that begins its turn within 10 feet of you takes {@damage 6d8} poison damage (DC 35 basic Fortitude save). You can {@action Dismiss} the cloud form." @@ -285,7 +263,6 @@ } ], "craftReq": "Supply a casting of cloudkill and gaseous form.", - "generic": false, "consumable": false }, { @@ -302,18 +279,16 @@ ], "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "bolt" @@ -322,9 +297,7 @@ "entries": [ "The shaft of this silver bolt is engraved with wiry designs.", "When a garrote bolt hits a target, it transforms into a silver garrote and wraps around one of the target's appendages, dealing an additional {@damage 2d12} {@condition persistent damage ||persistent slashing damage}. On a critical hit, it wraps around the target's throat, and the target can't breathe until the {@condition persistent damage} ends." - ], - "generic": false, - "consumable": true + ] }, { "name": "Gearblade", @@ -340,11 +313,10 @@ ], "price": { "coin": "gp", - "amount": 13000, - "note": null + "amount": 13000 }, "usage": "held in 1 or 2 hands", - "bulk": "2", + "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.", @@ -361,14 +333,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "You've wound the gearblade for 10 minutes within the last 24 hours", "entries": [ "The target's weapon is pulled through the gearblade's gears and shoots out the other side, landing 20 feet away in a direction of your choice. The target must attempt a DC 36 Reflex save. On a failure, the limb holding their weapon is also pulled into the gearblade, and the creature takes {@damage 3d12} bludgeoning damage. On a critical failure, they take {@damage 6d12} bludgeoning damage and the limb becomes unusable until healed by a {@spell regenerate} spell or a similar effect." ] } ], - "generic": false, "consumable": false }, { @@ -385,8 +355,7 @@ ], "price": { "coin": "gp", - "amount": 9500, - "note": null + "amount": 9500 }, "usage": "worn mask", "bulk": "L", @@ -404,9 +373,6 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You switch the mask to its other form." ] @@ -424,8 +390,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell crisis of faith} (DC 34), targeting up to four creatures within 30 feet. If the mask is in its angelic form, you can target only evil and neutral creatures.", "If the mask is in its demonic form, you can target only good and neutral creatures." @@ -443,15 +407,12 @@ "envision", "Interact)" ], - "frequency": null, - "trigger": null, "requirements": "A soul fragment is in the mask", "entries": [ "You cast {@spell talking corpse} on the soul fragment, except you communicate telepathically and don't require the fragment's body to speak." ] } ], - "generic": false, "consumable": false }, { @@ -467,11 +428,10 @@ ], "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "usage": "held in 1 hand", - "bulk": "1", + "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.", @@ -485,15 +445,11 @@ "(emotion", "mental) Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] } ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-aoe6.json b/data/items/items-aoe6.json index 8d458ff673..de3194c9e5 100644 --- a/data/items/items-aoe6.json +++ b/data/items/items-aoe6.json @@ -28,9 +28,7 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You are targeted by a ranged attack from an opponent you can see", - "requirements": null, "entries": [ "You draw a temporary shield of chaotic turbulence with a cerulean flash. You gain a +3 circumstance bonus to AC against the triggering attack." ] @@ -47,9 +45,6 @@ "envision", "Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The Cane of the Maelstrom casts a 5th-level {@spell hallucinatory terrain} spell and infuses the illusion with quasi-real substance drawn from the primal chaos of the Maelstrom. Creatures that don't {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. If no creature {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} during its duration, the changes become wholly real and permanent when its duration expires." ] @@ -64,9 +59,6 @@ "components": [ "(Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The Cane of the Maelstrom casts a 5th-level {@spell creation} spell, except the duration is unlimited and you can create delicate or complex objects by succeeding at an applicable {@skill Crafting} skill check when you activate this ability.", "Destruction Trapping a lawful demigod in the hallucinatory terrain created by the cane and leaving it imprisoned for a year and a day causes a deific overload that destroys the artifact.", @@ -74,7 +66,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -104,9 +95,6 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] @@ -120,9 +108,7 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You begin casting a planar binding ritual", - "requirements": null, "entries": [ "The Radiant Spark reduces the casting time of the ritual to 1 hour, and you don't need secondary casters for this ritual." ] @@ -137,9 +123,7 @@ "envision", "Interact" ], - "frequency": null, "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", - "requirements": null, "entries": [ "The target must attempt a DC 49 Will save and is immune to further attempts for 24 hours.", { @@ -154,7 +138,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -171,11 +154,9 @@ ], "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This band of interwoven gold and copper, traced with Aklo symbols, is topped with a gleaming, luminescent opal gently bleeding wisps of shadowstuff.", @@ -188,16 +169,12 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You attempt to make the ring cast an arcane {@spell wish} spell. However, if the ring doesn't deem the wish to be sufficiently selfless, the wish isn't cast and the ring can't be activated for 24 hours. You are {@condition drained|CRB|drained 3}, whether or not the ring refuses the wish.", "Once the wish is cast, the Ring of Recalcitrant Wishes has no powers, though it is rumored that the wearer's death in an act of profound self-sacrifice restores the wish to the ring." ] } ], - "generic": false, "consumable": false }, { @@ -221,8 +198,7 @@ "type": "warpglass chunk", "price": { "coin": "gp", - "amount": 800, - "note": null + "amount": 800 }, "bulk": "L", "entries": [] @@ -231,10 +207,9 @@ "type": "warpglass ingot", "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { diff --git a/data/items/items-apg.json b/data/items/items-apg.json index 58deb7e3fa..3ce7bdd3bc 100644 --- a/data/items/items-apg.json +++ b/data/items/items-apg.json @@ -13,26 +13,25 @@ ], "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, - "ammunition": "arrow", + "ammunition": [ + "arrow" + ], "category": "Consumable", "entries": [ "Creation of these arrows was inspired by an encounter with a horned archon scout who sought to peacefully restrain their foes. When an activated antler arrow hits a target, bone antlers extend to pin it down. The target must succeed at a DC 16 Reflex save or become stuck to the surface, taking the critical specialization effects of a bow (Core Rulebook 284)", "If the hit with the antler arrow is a critical hit and you have access to the bow critical specialization effect, the DC of the {@skill Athletics} check increases to 15." - ], - "generic": false + ] }, { "name": "Balisse Feather", @@ -49,26 +48,23 @@ ], "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You deal damage using the affixed weapon to a creature you have seen commit an evil act." }, "category": "Talisman", "entries": [ "This long, fire-red feather seems to catch flame every time the weapon it adorns strikes a purveyor of evil. When you activate the feather, the creature you damaged burns with holy light. The creature must succeed at a DC 29 Will save or take a \u20132 status penalty to AC and saving throws and reduce its resistances by 5. These effects last until the end of your next turn." - ], - "generic": false + ] }, { "name": "Basilisk Eye", @@ -85,26 +81,23 @@ ], "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "usage": "affixed to a shield", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You {@action Shield Block} a melee attack with the affixed shield." }, "category": "Talisman", "entries": [ "This slimy green stone glows with a strong light whenever the shield it adorns blocks a melee attack. When the eye is activated, the attacker must succeed at a DC 25 Fortitude save or become {@condition slowed|CRB|slowed 1} for 1 minute as its body slowly stiffens in partial petrification." - ], - "generic": false + ] }, { "name": "Blight Bomb", @@ -126,10 +119,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -142,8 +134,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The bomb deals {@damage 1d6} poison damage, {@damage 1d4} {@condition persistent damage||persistent poison damage}, and 1 poison splash damage." @@ -160,8 +151,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "You gain a +1 item bonus to attack rolls. The bomb deals {@damage 2d6} poison damage, {@damage 2d4} {@condition persistent damage ||persistent poison damage}, and 2 poison splash damage." @@ -178,8 +168,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "You gain a +2 item bonus to attack rolls. The bomb deals {@damage 3d6} poison damage, {@damage 3d4} {@condition persistent damage ||persistent poison damage}, and 3 poison splash damage." @@ -196,8 +185,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "You gain a +3 item bonus to attack rolls. The bomb deals {@damage 4d6} poison damage, {@damage 4d4} {@condition persistent damage ||persistent poison damage}, and 4 poison splash damage." @@ -235,10 +223,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -252,8 +239,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "entries": [ "The range is 15 feet, the item bonus is +1, and the duration is 10 minutes." @@ -264,8 +250,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "entries": [ "The range is 30 feet, the item bonus is +2, and the duration is 1 hour." @@ -276,8 +261,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "The range is 60 feet, the item bonus is +3, and the duration is 8 hours." @@ -293,11 +277,10 @@ "type": "Item", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using a brass ear to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your {@skill Perception} check to hear sounds on the other side, the DC increases by only half as much as normal." ] @@ -316,20 +299,17 @@ ], "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "usage": "held in 1 hand", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -337,8 +317,7 @@ "Characters who cast divine spells and worship the deity emblazoned on the candle can perform their daily preparations within 10 feet of the lit candle to gain two additional spell slots for the day, each at half the highest spell level the character can cast (for example, 4th level slots if the caster can cast 8th-level spells). Prepared casters must prepare spells in these spell slots as they do for all their other spell slots.", "A caster's additional spell slots from the candle are lost the next time that caster performs their daily preparations.", "No one can benefit from more than one candle of invocation in a day, but multiple characters can benefit from a single candle's effects." - ], - "generic": false + ] }, { "name": "Candle Of Revealing", @@ -353,26 +332,22 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "held in 1 hand", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "When lit, this black candle's eerie blue flame reveals the presence of {@condition invisible} creatures. Within a 10-foot radius of the lit candle, creatures don't benefit from the {@condition invisible} condition. Their bodies are outlined, not fully visible, so they are {@condition concealed}. Once lit, the candle burns for 1 minute, after which the effect ends. If extinguished, it can't be relit." - ], - "generic": false + ] }, { "name": "Cerulean Scourge", @@ -388,8 +363,7 @@ ], "price": { "coin": "gp", - "amount": 1450, - "note": null + "amount": 1450 }, "usage": "held in 2 hands", "bulk": "L", @@ -398,21 +372,18 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Made from a carefully distilled blend of serpentine hemotoxins, the fast-acting cerulean scourge is infamous for transforming the blood vessels near the original wound, which glow with a bright blue light before painfully bursting.", { "type": "affliction", - "name": null, "traits": [], "DC": "36", "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -432,8 +403,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Concealed Sheath", @@ -444,10 +414,9 @@ "level": 3, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This leather sheath is large enough to hold an item of up to light Bulk and is typically used for {@item dagger||daggers}, wands, {@item thieves' tools}, and similar objects. You can affix it to the inside of a boot, under a bracer or sleeve, or in other inconspicuous locations to gain a +1 item bonus to {@skill Stealth} checks and DCs to hide or conceal the item within." ] @@ -465,26 +434,23 @@ ], "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": "any", "category": "Consumable", "entries": [ "This peculiar ammunition is coated in yellow dust that leaves a stain on anything it touches. When activated corrosive ammunition hits a target, it dissolves across the target's armor. The armor takes {@damage 1d8} {@condition persistent damage ||persistent acid damage} that ignores the armor's Hardness; if the target isn't wearing armor, it takes the acid damage instead. This damage occurs at the end of the target's turns.", "The creature can end this effect by spending an {@action Interact} action to wipe off the corrosive dust, and otherwise the effect ends once the armor becomes {@condition broken}." - ], - "generic": false + ] }, { "name": "Crystal Shards", @@ -506,10 +472,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -523,8 +488,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 16, - "note": null + "amount": 16 }, "entries": [ "The item bonus is +1. The bomb deals {@damage 2d4} piercing damage and 4 piercing splash damage." @@ -535,8 +499,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "entries": [ "The item bonus is +2. The bomb deals {@damage 3d4} piercing damage and 5 piercing splash damage." @@ -547,8 +510,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ "The item bonus is +3. The bomb deals {@damage 4d4} piercing damage and 6 piercing splash damage." @@ -565,12 +527,11 @@ "level": 3, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "bulk": 1, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for measuring distances, several pieces of chalk, a pen, and a blank notebook for keeping notes. Every component of a detective's kit is of exceeding quality, and thus a detective's kit adds a +1 item bonus to checks to investigate a crime scene, a clue, or similar details." ] @@ -595,19 +556,35 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ "Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow.", - "Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to {@skill Perception} checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus.", + "{@b Benefit} You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to {@skill Perception} checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus.", "You also gain the Final Surge action.", - "Final Surge {@as 1} You {@action Stride} twice. The drakeheart mutagen's duration ends.", - "Drawback You take a \u20131 penalty to Will saves, Reflex saves, and all skill checks to {@action Recall Knowledge}." + { + "type": "ability", + "name": "Final Surge", + "activity": { + "unit": "action", + "number": 1 + }, + "entries": [ + "You {@action Stride} twice. The drakeheart mutagen's duration ends." + ] + }, + "{@b Drawback} You take a \u20131 penalty to Will saves, Reflex saves, and all skill checks to {@action Recall Knowledge}." ], + "_vmod": { + "entries": { + "mode": "replaceTxt", + "replace": "You gain the listed bonus to AC, a Dexterity cap of \\+2 \\(as usual, use your lowest Dexterity cap if you have more than one\\), and an item bonus to {@skill Perception} checks." + }, + "entriesMode": "generic" + }, "generic": "G", "variants": [ { @@ -615,48 +592,68 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The item bonus to AC is +4, the item bonus to {@skill Perception} is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first." - ] + ], + "_mod": { + "entries": { + "replaceTags": true, + "with": "You gain a +4 item bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and a +1 item bonus to {@skill Perception} checks for 1 minute or until you use Final Surge, whichever comes first." + } + } }, { "type": "moderate", "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The item bonus to AC is +5, the item bonus to {@skill Perception} is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first." - ] + ], + "_mod": { + "entries": { + "replaceTags": true, + "with": "You gain a +5 item bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and a +2 item bonus to {@skill Perception} checks for 10 minutes or until you use Final Surge, whichever comes first." + } + } }, { "type": "greater", "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "The item bonus to AC is +6, the item bonus to {@skill Perception} is +3, and the duration is 1 hour or until you use Final Surge, whichever comes first." - ] + ], + "_mod": { + "entries": { + "replaceTags": true, + "with": "You gain a +6 item bonus to AC, a Dexterity cap of +3 (as usual, use your lowest Dexterity cap if you have more than one), and a +3 item bonus to {@skill Perception} checks for 1 hour or until you use Final Surge, whichever comes first." + } + } }, { "type": "major", "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "The item bonus to AC is +7, the item bonus to {@skill Perception} is +4, and the duration is 1 hour or until you use Final Surge, whichever comes first." - ] + ], + "_mod": { + "entries": { + "replaceTags": true, + "with": "You gain a +7 item bonus to AC, a Dexterity cap of +4 (as usual, use your lowest Dexterity cap if you have more than one), and a +4 item bonus to {@skill Perception} checks for 1 hour or until you use Final Surge, whichever comes first." + } + } } ] }, @@ -683,10 +680,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -700,8 +696,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The bomb deals {@damage 1d6} mental damage and 1 mental splash damage." @@ -712,8 +707,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "You gain a +1 item bonus to attack rolls. The bomb deals {@damage 2d6} mental damage and 2 mental splash damage." @@ -724,8 +718,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "You gain a +2 item bonus to attack rolls. The bomb deals {@damage 3d6} mental damage and 3 mental splash damage." @@ -736,8 +729,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "You gain a +3 item bonus to attack rolls. The bomb deals {@damage 4d6} mental damage and 4 mental splash damage." @@ -753,12 +745,11 @@ "type": "Item", "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an {@action Interact} action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to {@skill Deception} checks to {@action Feint} until the start of your next turn." ] @@ -776,16 +767,14 @@ "Necromancy" ], "usage": "held in 2 hands", - "bulk": "\u2014", "activate": { "activity": { "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -801,8 +790,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "entries": [] }, @@ -811,8 +799,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 1500, - "note": null + "amount": 1500 }, "entries": [ "You can animate an undead with a level of 11 or lower." @@ -834,11 +821,9 @@ ], "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "usage": "worn cloak", - "bulk": "\u2014", "category": "Worn", "entries": [ "This brown-and-gold robe covers you from head to toe. Its weighty fabric doesn't move with the wind, instead hanging still as if carved of stone.", @@ -855,14 +840,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You {@action Burrow} through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, you are forcibly expelled into the nearest open area, taking {@damage 1d6} bludgeoning damage for every 5 feet between the end of your movement and the open area." ] } - ], - "generic": false + ] }, { "name": "Earthsight Box", @@ -878,8 +860,7 @@ ], "price": { "coin": "gp", - "amount": 575, - "note": null + "amount": 575 }, "usage": "held in 1 hand", "bulk": "L", @@ -902,15 +883,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You hold the box closed and, while envisioning the earth around you, turn the box clockwise three times and then give it three slow shakes. When you open the box, the sand has arranged itself to replicate, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths; hills; embankments; boulders; and even artificial structures like walls, ditches, and tunnels, as long as they're made of stone and earth.", "If you're underground, it reveals tunnels and voids in the earth within 60 feet at your current depth. The sand maintains its shape until you close the box." ] } - ], - "generic": false + ] }, { "name": "Engulfing Snare", @@ -926,8 +904,7 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "category": "Snare", "entries": [ @@ -942,8 +919,7 @@ "Critical Failure": "As failure, but the creature takes double damage." } } - ], - "generic": false + ] }, { "name": "Envisioning Mask", @@ -959,11 +935,9 @@ ], "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "usage": "worn mask", - "bulk": "\u2014", "category": "Worn", "entries": [ "These strange masks consist of a thin stone hood and a shimmering purple veil reminiscent of the pleroma aeon who first gifted them to mortals in the hope that sharing the means of aeon communication would reduce the misunderstandings and conflicts among mortal civilizations. An envisioning mask covers your entire face, though it doesn't hinder your vision or other senses.", @@ -980,14 +954,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You lose the ability to produce language and instead communicate wordlessly through a series of psychic projections. This acts as telepathy with a range of 100 feet, but it is understandable to all creatures regardless of whether they have a language. When communicating with non-aeons, however, your meaning is often vague and mysterious. This effect lasts for 10 minutes." ] } - ], - "generic": false + ] }, { "name": "Exploding Shield", @@ -1001,11 +972,10 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "The magic within this wooden shield (Hardness 3, HP 12, BT 6) lashes out at your foes as the shield is destroyed.", @@ -1018,15 +988,12 @@ "components": [ "Interact" ], - "frequency": null, "trigger": "The exploding shield is destroyed", - "requirements": null, "entries": [ "The shield explodes outward, dealing {@damage 4d6} piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save)." ] } - ], - "generic": false + ] }, { "name": "Fearsome", @@ -1056,8 +1023,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [] }, @@ -1066,8 +1032,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [ "When you critically hit with this weapon, the target becomes {@condition frightened 2}." @@ -1100,11 +1065,9 @@ ], "price": { "coin": "gp", - "amount": 940, - "note": null + "amount": 940 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This dark-red ring is engraved with ashen symbols and smells faintly of smoke.", @@ -1122,14 +1085,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You {@action Stride} (or {@action Burrow} or {@action Fly}, if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish into the fire and take no damage from it. You can sense all sufficiently large fires within 100 feet of where you vanish, and you reemerge from any of those fires, either within the fire or adjacent to it. If you end your movement in the fire, it affects you as normal." ] } - ], - "generic": false + ] }, { "name": "Flare Snare", @@ -1146,14 +1106,12 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "category": "Snare", "entries": [ "Using bioluminescent matter or alchemical reagents, you rig a short-lived flare to a trip wire or pressure plate. When a Small or larger creature enters the square, this flare shoots into the sky. To creatures with a clear view of the sky, this flare is visible from up to 2 miles away on a clear day or up to 5 miles away on a clear night." - ], - "generic": false + ] }, { "name": "Focus Cathartic", @@ -1174,10 +1132,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -1191,8 +1148,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [ "The serum has a +6 counteract modifier." @@ -1203,8 +1159,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [ "The serum has a +8 counteract modifier." @@ -1215,8 +1170,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "entries": [ "The serum has a +19 counteract modifier." @@ -1227,8 +1181,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 3250, - "note": null + "amount": 3250 }, "entries": [ "The serum has a +28 counteract modifier." @@ -1248,8 +1201,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", @@ -1258,17 +1210,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts rapidly, transforming into a murky, reddish-brown substance.", "Once activated, the dye remains potent for up to 10 minutes, during which time you can spend 1 minute to brush it onto a single object of up to 1 Bulk or across the ground in a single 5-foot square. Where the dye comes in contact with an exact match for the activating chemical, it takes on a bright blue hue, while staying transparent in areas where there is no activating component present." - ], - "generic": false + ] }, { "name": "Four-ways Dogslicer", @@ -1286,8 +1236,7 @@ ], "price": { "coin": "gp", - "amount": 1700, - "note": null + "amount": 1700 }, "usage": "held in 1 hand", "bulk": "L", @@ -1303,15 +1252,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You twist the gem along the blade corresponding with the desired weapon rune: red for flaming, blue for frost, or yellow for shock. You take {@dice 1d6} damage of the type the chosen rune deals. You can instead twist the black gem to disable the active property rune, taking no damage." ] } - ], - "generic": false + ] }, { "name": "Freezing Ammunition", @@ -1327,26 +1272,23 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": "any", "category": "Consumable", "entries": [ "This chilly ammunition is dark blue and cold to the touch.", "When activated freezing ammunition hits a target, the target must succeed at a DC 19 Fortitude save or be {@condition slowed|CRB|slowed 1} for 1 round by the intense cold ({@condition slowed|CRB|slowed 1} for 1 minute on a critical failure)." - ], - "generic": false + ] }, { "name": "Gecko Potion", @@ -1362,8 +1304,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", @@ -1372,16 +1313,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "A gecko potion is a sticky, tawny brown liquid with flecks of sand suspended in it. For 5 minutes after drinking this potion, your fingertips sprout thousands of microscopic, bristled hairs that cling to objects, granting you a +1 item bonus to {@action Climb} and {@action Palm an Object}, and to your Reflex DC against {@action Disarm} attempts." - ], - "generic": false + ] }, { "name": "Ghost Charge", @@ -1403,10 +1342,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -1419,8 +1357,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The bomb deals {@damage 1d8} positive damage and 1 positive splash damage, and the target is {@condition enfeebled|CRB|enfeebled 1} until the start of your next turn." @@ -1431,8 +1368,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "You gain a +1 item bonus to attack rolls. The bomb deals {@damage 2d8} positive damage and 2 positive splash damage, and the target is {@condition enfeebled|CRB|enfeebled 1} until the start of your next turn." @@ -1443,8 +1379,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "You gain a +2 item bonus to attack rolls. The bomb deals {@damage 3d8} positive damage and 3 positive splash damage, and the target is {@condition enfeebled|CRB|enfeebled 2} until the start of your next turn." @@ -1455,8 +1390,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "The bomb deals {@damage 4d8} positive damage and 4 positive splash damage, and the target is {@condition enfeebled|CRB|enfeebled 2} until the start of your next turn." @@ -1476,8 +1410,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", @@ -1485,8 +1418,7 @@ "entries": [ "This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed to heat, after which the ink becomes {@condition invisible} again. The crafter of the ghost ink can alter the formula slightly to instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an {@trait alchemical} effect such as a sunrod.", "While the text isn't glowing, a creature closely examining a surface marked with ghost ink can detect the presence of the ink with a successful DC 25 {@skill Perception} check. On a critical success, they can make out the ink well enough to use {@skill Society} to {@action Decipher Writing}. One vial of ghost ink is sufficient to write a page worth of text." - ], - "generic": false + ] }, { "name": "Glamorous Buckler", @@ -1500,8 +1432,7 @@ ], "price": { "coin": "gp", - "amount": 35, - "note": null + "amount": 35 }, "usage": "held in 1 hand", "bulk": "L", @@ -1527,8 +1458,7 @@ "As you {@action Feint}, the glamorous buckler sparkles mightily. On a successful {@action Feint}, the target is {@condition dazzled} for 1 round." ] } - ], - "generic": false + ] }, { "name": "Hellfire Boots", @@ -1544,11 +1474,10 @@ ], "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "usage": "worn", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "These heavy boots are made of blackened metal and always feel warm to the touch, with streams of glowing embers cascading off their heels. While wearing hellfire boots, you gain resistance 10 to fire damage.", @@ -1565,14 +1494,11 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "{@action Stride}. Each square you move through during your {@action Stride} is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes {@damage 3d6} fire damage." ] } - ], - "generic": false + ] }, { "name": "Incense Of Distilled Death", @@ -1588,26 +1514,22 @@ ], "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "usage": "held in 1 hands", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "This black incense smells of fresh earth and ash. You activate the incense by lighting it, whereupon it fills a 10-foot emanation with oily smoke and potent negative energy. Undead creatures, including incorporeal undead, gain fast healing 4 while in the area; though this healing comes from negative energy, it doesn't negatively impact living creatures. Once lit, the incense burns for 1 minute, and it can't be extinguished." - ], - "generic": false + ] }, { "name": "Infiltrator's Accessory", @@ -1621,11 +1543,10 @@ ], "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This elegant +1 striking sword cane serves equally well as a fashionable accessory and {@condition hidden} weapon suitable for highsociety events where weapons aren't typically permitted.", @@ -1638,16 +1559,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You twist the sword cane's hilt, magically merging the blade into the cane. While the blade is merged, it can't be drawn and gains the benefits of a 3rd-level {@spell magic aura} spell to appear non-magical. Passive observers can't attempt a check to notice the cane is anything more than a mundane, if superb, fashion accessory. Those carefully examining it can discern the cane is more than it appears, but doing so is extremely difficult (DC 30 {@skill Perception})", "Activating the sword cane again releases the blade, allowing it to be drawn normally." ] } - ], - "generic": false + ] }, { "name": "Leadenleg", @@ -1663,8 +1580,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "usage": "held in 2 hands", "bulk": "L", @@ -1673,21 +1589,18 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Once injected, this synthetic toxin sinks into the extremities, numbing them nearly to paralysis.", { "type": "affliction", - "name": null, "traits": [], "DC": "20", "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6\nrounds", "stages": [ { @@ -1707,8 +1620,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Lover's Gloves", @@ -1725,11 +1637,9 @@ ], "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "usage": "worn gloves", - "bulk": "\u2014", "category": "Worn", "entries": [ "These white silk gloves are adorned in red hearts that glow faintly whenever you are adjacent to someone you feel particularly strongly toward.", @@ -1747,16 +1657,13 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings.", "The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes.", "If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an {@trait emotion} effect that causes negative emotions, you both get a critical success instead." ] } - ], - "generic": false + ] }, { "name": "Mask Of The Banshee", @@ -1772,7 +1679,6 @@ "Negative" ], "usage": "worn mask", - "bulk": "\u2014", "category": "Worn", "entries": [ "This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to {@skill Intimidation} checks.", @@ -1790,8 +1696,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The mask emits a soul-chilling scream that deals {@damage 6d10} negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save)." ] @@ -1804,8 +1708,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -1830,7 +1733,7 @@ "Transmutation" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head.", @@ -1847,8 +1750,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts flesh to stone with a range of 30 feet." ] @@ -1861,8 +1762,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [] }, @@ -1871,8 +1771,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 9000, - "note": null + "amount": 9000 }, "craftReq": "The initial raw materials must include the head of a medusa.", "entries": [ @@ -1896,8 +1795,7 @@ ], "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "category": "Poison", "entries": [ @@ -1911,8 +1809,7 @@ "Critical Failure": "The creature becomes {@condition sickened|CRB|sickened 3}." } } - ], - "generic": false + ] }, { "name": "Net", @@ -1922,12 +1819,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": 1, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to {@action Grapple} a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to {@action Grapple} to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to {@action Escape} unless you are adjacent to them, and it can attempt a DC 16 {@skill Athletics} check to {@action Force Open} the net entirely. Once the target is no longer {@condition grabbed}, the net is unwieldy until refolded as a {@trait Concentrate} action that requires two hands; if used without being refolded, {@action Grapple} checks made with the net take a \u20132 penalty.", "When the net is unattached, you can attempt a ranged attack roll against a Medium or smaller creature within 20 feet. On a hit, the target is {@condition flat-footed} and takes a \u201310- foot circumstance penalty to its Speeds until it {@action Escapes}, and on a critical hit, it's also {@condition immobilized} until it {@action Escapes}. The {@action Escape} DC is 16. A creature adjacent to the target can {@action Interact} to remove the net." @@ -1947,16 +1843,14 @@ "Transmutation" ], "usage": "held in 2 hands", - "bulk": "\u2014", "activate": { "activity": { "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ @@ -1970,8 +1864,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 85, - "note": null + "amount": 85 }, "entries": [] }, @@ -1980,8 +1873,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [ "You can animate an object with a level of 11 or lower." @@ -2003,8 +1895,7 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "held in 2 hands", "bulk": "L", @@ -2013,17 +1904,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "This bright oil, first created by humans as a tool to help them fight in darkness, holds flecks of tiny gemstones in suspension and smells like a struck tindertwig.", "The first time a weapon coated with this oil damages a creature, the wound glows with light for 1 minute. If the creature is {@condition invisible}, the light's position means it is merely {@condition hidden} to creatures that would otherwise be unable to see it, rather than {@condition undetected}. The light also negates the {@condition concealed} condition due to lighting conditions. If the coated weapon doesn't damage a creature within 1 hour, the oil sloughs off and loses its power." - ], - "generic": false + ] }, { "name": "Oil Of Unlife", @@ -2045,10 +1934,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ @@ -2062,8 +1950,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The oil restores {@dice 1d8} Hit Points." @@ -2074,8 +1961,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The oil restores {@dice 2d8+5} Hit Points." @@ -2086,8 +1972,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [ "The oil restores {@dice 3d8+10} Hit Points." @@ -2098,8 +1983,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "entries": [ "The oil restores {@dice 6d8+20} Hit Points." @@ -2110,8 +1994,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, "entries": [ "The oil restores {@dice 8d8+30} Hit Points." @@ -2137,10 +2020,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -2153,8 +2035,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 9, - "note": null + "amount": 9 }, "entries": [ "The duration is 10 minutes." @@ -2165,8 +2046,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 225, - "note": null + "amount": 225 }, "entries": [ "The duration is 8 hours." @@ -2186,8 +2066,7 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "held in 1 hand", "bulk": "L", @@ -2196,16 +2075,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "This shimmering, violet unguent forms mild chemical bonds between objects with a matching composition. You apply the adhesive to two objects, or to an object and a creature. You can check if the two share an origin (such as if they were {@condition broken} from the same whole, or if a poison sample or body part came from the same creature) by holding them together with the unguent between; if they match, the unguent becomes sticky." - ], - "generic": false + ] }, { "name": "Parrying Scabbard", @@ -2215,12 +2092,11 @@ "type": "Item", "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the {@trait parry} trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand." ] @@ -2234,12 +2110,11 @@ "level": 2, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while remaining behind cover. This doesn't provide a sufficient line of effect to target creatures around corners." ] @@ -2265,10 +2140,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -2283,8 +2157,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "craftReq": "Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate.", "entries": [] @@ -2294,8 +2167,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "craftReq": "Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. The potion can increase your size if the creature is larger than you, to a maximum of Large, and it can shrink you to a creature of size Tiny. This doesn't change any of your statistics, with the exception of reducing your reach to 0 feet as a Tiny creature.", "entries": [] @@ -2305,8 +2177,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "While drinking a greater potion of disguise, if you picture the specific form you want to transform into, the potion will change you into that form. You can attempt to {@action Impersonate} a specific individual, though you still need to roll {@skill Deception}." @@ -2328,8 +2199,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", @@ -2338,16 +2208,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become {@condition fleeing} for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are {@condition fleeing}. You immediately {@action Stride}." - ], - "generic": false + ] }, { "name": "Potion Of Retaliation", @@ -2368,10 +2236,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -2384,8 +2251,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The aura deals 1 damage." @@ -2396,8 +2262,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The aura deals {@dice 1d4} damage." @@ -2408,8 +2273,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [ "The aura deals {@dice 2d4} damage." @@ -2420,8 +2284,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "entries": [ "The aura deals {@dice 3d6} damage." @@ -2432,8 +2295,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, "entries": [ "The aura deals {@dice 4d8} damage." @@ -2456,8 +2318,7 @@ ], "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "usage": "held in 1 hand", "bulk": "L", @@ -2466,18 +2327,16 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "A potion of shared memories can transfer recollections from one creature to another. To place a memory in the potion, you must hold the vial and focus on a particular memory for 1 minute. This memory must be of a single event, location, person, or otherwise encompass a span of about 1 minute.", "The clear fluid takes on a shimmering hue reminiscent of the stored memory and gains a slightly sweet taste.", "Upon consuming the potion, the drinker vividly recalls the memory, and thereafter can remember it as easily as a memory they actually experienced. An unwilling drinker can refuse to absorb the memory." - ], - "generic": false + ] }, { "name": "Predictable Silver Piece", @@ -2491,11 +2350,9 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "This seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You can toss the coin without activating it, in which case it follows the normal laws of probability.", @@ -2508,15 +2365,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved\u2014 letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm\u2014it always lands with the side you rubbed face up." ] } - ], - "generic": false + ] }, { "name": "Ration Tonic", @@ -2537,10 +2390,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -2554,8 +2406,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [] }, @@ -2564,8 +2415,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [ "A greater ration tonic nourishes you for 1 week instead of 1 day, distributing the nourishment in a constant and healthy flow across the week." @@ -2585,7 +2435,9 @@ ], "usage": "etched onto armor", "category": "Rune", - "appliesTo": "Armor", + "appliesTo": [ + "Armor" + ], "entries": [ "A ready rune draws component pieces of a suit of armor toward one another, making it easier and faster to get into. You can don light armor with this rune as a 3-action activity or medium or heavy armor with this rune in 1 minute." ], @@ -2596,8 +2448,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "entries": [] }, @@ -2606,8 +2457,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "entries": [ "You can don light armor with a greater ready rune as a single action, or medium or heavy armor with a greater ready rune as a 3-action activity." @@ -2628,11 +2478,10 @@ ], "price": { "coin": "gp", - "amount": 75000, - "note": null + "amount": 75000 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This powerful magic rod is inimical to all magic.", @@ -2645,9 +2494,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You touch the rod to a {@trait magical} effect or magic item and attempt to counteract the effect or item.", "Regardless of the result, the rod of cancellation can't be activated again for {@dice 2d6} hours.", @@ -2655,8 +2501,7 @@ "The rod of cancellation automatically fails to counteract most artifacts and similarly powerful items, but it reacts explosively when activated against a sphere of annihilation without a counteract check (Gamemastery Guide 113)." ] } - ], - "generic": false + ] }, { "name": "Rope Of Climbing", @@ -2686,8 +2531,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You hold one end of the rope and point to a destination.", "The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an {@action Interact} action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself." @@ -2701,8 +2544,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 45, - "note": null + "amount": 45 }, "entries": [] }, @@ -2711,8 +2553,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "entries": [ "You can activate the moderate rope of climbing once per hour instead of once per day." @@ -2723,8 +2564,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "You can activate the greater rope of climbing without any frequency limit." @@ -2746,8 +2586,7 @@ ], "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "usage": "held in 2 hands", "bulk": "L", @@ -2756,17 +2595,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "This shimmering paste has many properties of a {@spell shield} spell.", "When you slather it onto a creature or object, the target gains a +1 circumstance bonus to AC for 1 round. The first time a physical attack or a magic missile hits the target during that round, the oil prevents 5 damage from that attack or spell, and then the oil's effect ends." - ], - "generic": false + ] }, { "name": "Sinew-shock Serum", @@ -2787,10 +2624,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -2804,8 +2640,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [ "The serum has a +6 modifier for the roll." @@ -2816,8 +2651,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [ "The serum has a +8 modifier for the roll." @@ -2828,8 +2662,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "entries": [ "The serum has a +19 modifier for the roll." @@ -2840,8 +2673,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 3250, - "note": null + "amount": 3250 }, "entries": [ "The serum has a +28 modifier for the roll." @@ -2862,8 +2694,7 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "held in 1 hand", "bulk": "L", @@ -2879,9 +2710,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You {@action Administer First Aid} without requiring healer's tools. You either gain a +2 item bonus to the {@skill Medicine} check, or you can use the skinstitch salve's {@skill Medicine} modifier of +13 instead of your own." ] @@ -2895,15 +2723,12 @@ "components": [ "Interact" ], - "frequency": null, "trigger": "You {@action Treat Wounds} or use Battle", - "requirements": null, "entries": [ "You gain a +2 item bonus to the triggering {@skill Medicine} check. If you roll a success on the {@skill Medicine} check, you get a critical success instead." ] } - ], - "generic": false + ] }, { "name": "Slates Of Distant Letters", @@ -2917,8 +2742,7 @@ ], "price": { "coin": "gp", - "amount": 2450, - "note": null + "amount": 2450 }, "usage": "held in 2 hands", "bulk": "L", @@ -2936,15 +2760,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter how far away it is, as long as it is on the same plane. Wiping one slate clean erases the writing from both slates. Each slate can be activated once per hour." ] } - ], - "generic": false + ] }, { "name": "Sleeves Of Storage", @@ -2972,8 +2792,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "entries": [] }, @@ -2982,8 +2801,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "entries": [ "Each sleeve can hold up to 20 Bulk of items, and a familiar can survive within a sleeve for up to 4 hours." @@ -3005,15 +2823,13 @@ ], "price": { "coin": "gp", - "amount": 180, - "note": null + "amount": 180 }, "category": "Snare", "entries": [ "This snare snags a creature with its wicked metal hooks. The first creature to enter the square takes {@damage 5d8} piercing damage and {@damage 5d8} slashing damage, with a DC 27 basic Reflex save. On a critical failure, the hooks piercing its flesh make the creature {@condition immobilized} until it successfully Escapes (DC 27)", "Magic Consumables Though they might last a fleeting moment, these magic items can decide the outcome of an entire battle or quest. You can find these magic consumables organized by level and subcategory on the treasure tables on pages 250\u2013251. The Core Rulebook contains full rules for special categories of items, such as talismans, and the page numbers where they appear can be found in the glossary and index, starting on page 266 of this book." - ], - "generic": false + ] }, { "name": "Sovereign Glue", @@ -3027,8 +2843,7 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "held in 1 hand", "bulk": "L", @@ -3037,8 +2852,7 @@ "This peculiar amber glue bonds two surfaces together almost inseparably. A single flask covers an area up to 1 square foot and must be used all at once to form a single bond between two surfaces. If the activation is interrupted, the bond fails and the glue is wasted.", "Once two surfaces are joined with sovereign glue, they can be separated only with a successful DC 50 {@skill Athletics} check. The adhered objects tend to break before the glue does unless they're particularly durable, though a creature determined to separate the objects can break off the parts connected by the sovereign glue and later {@action Repair} the objects.", "Sovereign glue can affect creatures only if they are willing, and its bond can be harmlessly {@condition broken} by carefully exfoliating the outermost layer of skin or waiting a short while for the skin to shed." - ], - "generic": false + ] }, { "name": "Spellguard Blade", @@ -3052,16 +2866,14 @@ ], "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "usage": "held in 1 hand", "bulk": "L", "category": "Held", "entries": [ "The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you are benefiting from the +1 circumstance bonus to AC from this weapon's {@trait parry} trait, you also apply that circumstance bonus to your saving throws against spells that target you." - ], - "generic": false + ] }, { "name": "Spiritsight Crossbow", @@ -3077,11 +2889,10 @@ ], "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "This +1 striking ghost touch crossbow has an array of crystalline lenses and silver fittings along the stock and feels strangely light.", @@ -3098,14 +2909,11 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your normal senses for the rest of your turn. While this effect lasts, your next {@action Strike} with the spiritsight crossbow can also affect targets on the Ethereal Plane during the first 60 feet of its flight." ] } - ], - "generic": false + ] }, { "name": "Staff Of Impossible Visions", @@ -3120,21 +2928,16 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes, using your normal visual senses (including any benefits of spells affecting your vision, like see invisibility). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners.", "The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -3148,8 +2951,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -3167,8 +2969,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [ { @@ -3186,8 +2987,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "entries": [ { @@ -3204,8 +3004,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "entries": [ { @@ -3231,20 +3030,15 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of shillelagh.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -3258,8 +3052,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ { @@ -3279,8 +3072,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ { @@ -3297,8 +3089,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [ { @@ -3324,20 +3115,15 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus on {@skill Survival} checks to {@action Sense Direction} or {@action Subsist}, and to {@skill Religion} checks to {@action Recall Knowledge}.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -3351,8 +3137,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -3370,8 +3155,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ { @@ -3388,8 +3172,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4100, - "note": null + "amount": 4100 }, "entries": [ { @@ -3406,8 +3189,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 64000, - "note": null + "amount": 64000 }, "entries": [ { @@ -3438,18 +3220,16 @@ ], "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": "any", "category": "Consumable", @@ -3464,8 +3244,7 @@ "Critical Failure": "As failure, but the creature is {@condition frightened|CRB|frightened 2}." } } - ], - "generic": false + ] }, { "name": "Time Shield Potion", @@ -3481,8 +3260,7 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "usage": "held in 1 hand", "bulk": "L", @@ -3491,10 +3269,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -3503,8 +3280,7 @@ "Effects with durations immediately resume affecting you, elapsing as though no time has passed. If you are within the area of an effect created while you were outside of time, you immediately take those effects upon returning. The GM might determine that other changes that occurred while you were outside of time (such as the ground beneath you crumbling) also affect you upon your return.", "Permanent Magic Items and Runes These peculiar or awe-inspiring magic items might be the spoils of bold adventures or the creations of diligent research and toil in a crafter's workshop. As permanent items, they can be used repeatedly over an adventurer's career. You can find these permanent items organized by level and subcategory on the treasure tables on pages 250\u2013251.", "Full rules for special types of items, such as staves and wands, are in the Core Rulebook, and the page numbers where they appear can be found in the glossary and index, starting on page 266 of this book." - ], - "generic": false + ] }, { "name": "Timeless Salts", @@ -3518,8 +3294,7 @@ ], "price": { "coin": "gp", - "amount": 14, - "note": null + "amount": 14 }, "usage": "held in 1 hand", "bulk": "L", @@ -3528,17 +3303,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "You sprinkle these salts onto a single object up to 10 cubic feet in volume and no more than 40 Bulk to preserve it for 1 week.", "The object doesn't decay, and effects that require the object to be fresh don't count the time passing during this duration as having elapsed. When sprinkled on a corpse, this extends the period in which a creature can be revived by magic, as well as the wait time required before a corpse can be targeted again with speak with dead. The salts prevent ordinary pests from consuming the target (such as maggots for a corpse or moths for a piece of clothing). Any creature can use an {@action Interact} action to disperse the salts from an unattended object and end this effect." - ], - "generic": false + ] }, { "name": "Universal Solvent", @@ -3557,10 +3330,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -3574,8 +3346,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 21, - "note": null + "amount": 21 }, "entries": [ "The serum has a counteract modifier of +9." @@ -3586,8 +3357,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "entries": [ "The serum has a counteract modifier of +19." @@ -3598,8 +3368,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 3250, - "note": null + "amount": 3250 }, "entries": [ "The serum has a counteract modifier of +28." @@ -3620,11 +3389,9 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "This sealed pewter urn contains the ashes of a benevolent ancestor, with a sliver of lingering spirit that strives to protect you.", @@ -3637,7 +3404,6 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You would become {@condition doomed} or your {@condition doomed} value would increase", "requirements": "The ashes aren't {@condition doomed}", "entries": [ @@ -3658,14 +3424,11 @@ "unit": "round", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The urn shoots a bolt of negative energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or your own spell attack roll modifier, whichever is higher. On a success, the bolt deals {@damage 4d4} negative damage (doubled on a critical success)." ] } - ], - "generic": false + ] }, { "name": "Victory Plate", @@ -3693,9 +3456,7 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate).", - "requirements": null, "entries": [ "You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory." ] @@ -3714,8 +3475,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply):", { @@ -3740,8 +3499,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 675, - "note": null + "amount": 675 }, "entries": [] }, @@ -3750,8 +3508,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 5500, - "note": null + "amount": 5500 }, "entries": [ "The armor is a +2 greater resilient full plate. You can use the second activation once per minute instead of once per hour, and the resistance it grants is 10, or 20 for the ooze's resistance against precision damage." @@ -3772,8 +3529,7 @@ ], "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "bulk": "4", "category": "no category found", @@ -3781,8 +3537,7 @@ "This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to {@action Craft} potions, oils, or other liquids.", "As a single action, which has the {@trait auditory} and {@trait concentrate} traits, you can command the cauldron to either follow you or to stand in place. When following you, the cauldron does its best to remain within 30 feet of you, but its ungainly movements are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count.", "It can carry up to 2 Bulk of ingredients for potions or other liquids inside of itself while following you, but if overloaded or if you put anything else inside it, it stands in place and refuses to move until 10 minutes after you remove the excess." - ], - "generic": false + ] }, { "name": "Wand Of Crackling Lightning", @@ -3803,20 +3558,16 @@ "This wand is made of two copper plates separated by a ceramic center.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, + "components": [ + "Cast a Spell" + ], "frequency": { "unit": "day", "freq": 1, "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ - "You cast {@spell light}ning bolt, but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are {@condition flat-footed} for 1 round." + "You cast {@spell lightning bolt}, but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are {@condition flat-footed} for 1 round." ] } ], @@ -3827,8 +3578,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -3837,8 +3587,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [] }, @@ -3847,8 +3596,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "entries": [] }, @@ -3857,8 +3605,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [ "{@skill Crafting} Requirements Supply a casting of lightning bolt of the appropriate level." @@ -3885,18 +3632,14 @@ "This wand is a length of wrought black iron.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, + "components": [ + "Cast a Spell" + ], "frequency": { "unit": "day", "freq": 1, "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell darkness}. Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become {@condition frightened|CRB|frightened 1} ({@condition frightened|CRB|frightened 2} on a critical failure)." ] @@ -3910,8 +3653,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [] }, @@ -3920,8 +3662,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [] } @@ -3947,18 +3688,14 @@ "This alabaster wand has a clear crystal at the tip.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, + "components": [ + "Cast a Spell" + ], "frequency": { "unit": "day", "freq": 1, "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell heal} at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level.", "You gain this benefit only once, even if you cast multiple {@spell heal} spells from wands of overflowing life in the same turn." @@ -3972,8 +3709,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -3982,8 +3718,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [] }, @@ -3992,8 +3727,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [] }, @@ -4002,8 +3736,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [] }, @@ -4012,8 +3745,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "entries": [] }, @@ -4022,8 +3754,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "entries": [ "{@skill Crafting} Requirements Supply a casting of heal of the appropriate level." @@ -4050,18 +3781,14 @@ "This wand is a slender length of ice-blue glass.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, + "components": [ + "Cast a Spell" + ], "frequency": { "unit": "day", "freq": 1, "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell cone of cold}. The ground within the spell's area is swathed in deep snow, becoming difficult terrain for 1 minute." ] @@ -4075,8 +3802,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "entries": [] }, @@ -4085,8 +3811,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [] } @@ -4111,18 +3836,14 @@ "The handle of this wand is a 5-inch-long piece of rosewood, but most of its length is a pair of twisted spider legs covered in gossamer webbing.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, + "components": [ + "Cast a Spell" + ], "frequency": { "unit": "day", "freq": 1, "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell web}, but the strands of webbing are envenomed. Any creature that fails their {@skill Athletics} check or Reflex save to navigate the web takes {@damage 1d6} poison damage." ] @@ -4136,8 +3857,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "entries": [] }, @@ -4146,8 +3866,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [ "The strands deal {@damage 2d6} poison damage plus {@damage 1d6} {@condition persistent damage ||persistent poison damage}." @@ -4167,7 +3886,9 @@ ], "usage": "etched onto armor", "category": "Rune", - "appliesTo": "Armor", + "appliesTo": [ + "Armor" + ], "entries": [ "This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor.", { @@ -4184,8 +3905,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You trace the rune on the front of the breastplate and the armor's ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you {@action Dismiss} it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later." ] @@ -4198,8 +3917,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [] }, @@ -4208,8 +3926,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 35000, - "note": null + "amount": 35000 }, "entries": [ "Once activated, the wings remain tangible indefinitely. You can {@action Dismiss} the activation if you choose, and you don't have to wait an hour to activate the rune again." diff --git a/data/items/items-av1.json b/data/items/items-av1.json index e0822c1a07..eaf3195b96 100644 --- a/data/items/items-av1.json +++ b/data/items/items-av1.json @@ -32,8 +32,6 @@ "freq": 1, "unit": "month" }, - "trigger": null, - "requirements": null, "entries": [ "A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The light saturates the region, causing any corpses in the area or within 10 feet of the surface of the illuminated area to animate as level \u20131 undead (typically as skeleton guards or zombie shamblers). Once animated, the undead remain active until slain. Until then, they remain uncontrolled and are driven only by the desire to slaughter the living. If Gauntlight is fully restored, the undead instead animate as any Common undead of 15th level or less, as the user wishes." ] @@ -51,15 +49,12 @@ "freq": 1, "unit": "month" }, - "trigger": null, - "requirements": null, "entries": [ "A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Gauntlight; this creature is then is teleported to any point within this illumination radius. If Gauntlight is fully restored, any number of creatures within Gauntlight of 15th level or lower can be transported. This is a {@trait teleportation} effect.", "Destruction If Belcorra's ghost is permanently destroyed, Gauntlight loses all of its magical properties and collapses in on itself all the way down to its base, leaving an incredibly deep pit in the Fogfen." ] } ], - "generic": false, "consumable": false }, { @@ -75,11 +70,10 @@ ], "price": { "coin": "gp", - "amount": 240, - "note": null + "amount": 240 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "It's said that the pale blue light of this eldritch lantern shines from another dimension or even is linked, somehow, to the glow of a ghost when it is consumed by the Outer Goddess {@deity Nhimbaloth|LOGM}. A lantern of empty light is not intrinsically an evil item, though it remains a favored tool of those who would manipulate the minds of others for sinister reasons. It can be used as a normal bull's-eye lantern, but prolonged use tends to instill in the user a vague sense of being watched by unseen eyes.", @@ -97,8 +91,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You direct the lantern's light upon a single living creature within 60 feet. That creature must attempt a DC 20 Will save to resist the light's effects.", { @@ -113,7 +105,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -135,10 +126,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -152,8 +142,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The bonus is +1, and the duration is 1 minute." @@ -164,8 +153,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [ "The bonus is +2, and the duration is 10 minutes." @@ -176,15 +164,13 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "The bonus is +3, and the duration is 1 hour." ] } - ], - "consumable": true + ] }, { "name": "The Whispering Reeds", @@ -199,7 +185,7 @@ "Occult" ], "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Artifact", "entries": [ "This hefty tome was compiled centuries ago by an anonymous author who sought to collect all parables, myths, stories, and encounters with the Outer Goddess {@deity Nhimbaloth|LOGM}. According to the introduction, the author's original intent was to create a work that foes of the Empty Death could use to fight against her influence, but as one reads through the book, it becomes apparent that the opposite effect has been achieved\u2014by compiling these stories, the author inadvertently generated a work that made it easier for {@deity Nhimbaloth|LOGM} to influence the world. Those who venerate the Empty Death seek copies of this book to use as a guide and religious text, while those who don't know better and peruse the book as though it were merely an anthology of stories find themselves unwittingly falling prey to {@deity Nhimbaloth|LOGM}'s cult or agents of the entity herself. Those who study from The Whispering Reeds for too long are often cursed to rise as ghosts after death\u2014 though their existence never lasts for long, as they are inevitably consumed by {@deity Nhimbaloth|LOGM}.", @@ -217,9 +203,6 @@ "components": [ "(Investigate)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You gain a +2 item bonus to skill checks to {@action Recall Knowledge} about {@deity Nhimbaloth|LOGM}, her faith, or creatures associated with her (such as incorporeal undead, vampiric mists, wisps, and other incorporeal creatures associated with death). Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death." ] @@ -238,8 +221,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You read aloud a phrase from the book and target a single incorporeal undead creature within 30 feet. That undead creature takes {@damage 5d6} positive damage (DC 27 basic Will save) as portions of their incorporeal being are consumed in patches of seven equally spaced holes. Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death." ] @@ -258,25 +239,19 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You invoke a tale from The Whispering Reeds that parallels the situation, environment, or creatures nearby. Eerie mists and indistinct whispers rise in a 20-foot emanation around you, and clusters of seven perfectly spaced divots manifest in the ground, vegetation, and flesh of creatures in the emanation other than yourself and up to three creatures you designate at the time of activation. Creatures afflicted with these divots suffer from agonizing mental anguish in the form of crippling despair and take {@damage 4d6} mental damage (DC 27 basic Will save). The mists, whispers, and strange divots fade away at the end of the round, but any creature that takes mental damage from the effect also takes a \u20131 penalty to saving throws against effects with the {@trait emotion} trait for 1 minute. You are exposed to the Empty Death each time you use this ability." ] }, { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, + "components": [ + "Cast a Spell" + ], "frequency": { "unit": "day", "freq": 3 }, - "trigger": null, - "requirements": null, "entries": [ "You cast one of the following spells at the lowest level possible (unless otherwise specified): {@spell crushing despair} (one target within 30 feet only), {@spell fear} (3rd), {@spell paranoia}, or {@spell phantasmal killer}. You are exposed to the Empty Death each time you use this ability.", "Empty Death (curse, necromancy, occult) Saving Throw DC 27 Will; Effect If you activate The Whispering Reeds and are not a worshipper of {@deity Nhimbaloth|LOGM}, you become {@condition stupefied|CRB|stupefied 2} for 24 hours as your thoughts fill with paranoia that something is watching you from the other side of death. If you die while affected by the Empty Death, you immediately become a chaotic evil ghost. Every 7 days that pass after you become a ghost, you must succeed at a DC {@flatDC 2} flat check\u2014 failure indicates that you are consumed by {@deity Nhimbaloth|LOGM}.", @@ -285,7 +260,6 @@ ] } ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-av2.json b/data/items/items-av2.json index 6208490b4c..f2537a0e1e 100644 --- a/data/items/items-av2.json +++ b/data/items/items-av2.json @@ -13,16 +13,14 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This +1 striking longsword has a mirror-like blade free of tarnish despite being millennia old. While wielding it, you gain a +2 item bonus to checks to {@action Aid}. If you're an expert with the skill or attack roll you're using to {@action Aid} and you critically succeed, you grant your ally a +3 circumstance bonus to the triggering check instead of a +2 bonus." ], - "generic": false, "consumable": false }, { @@ -47,7 +45,6 @@ "{@b Hidden Condition} The \"termination of mortal life\" clause is carefully worded to hasten your demise. You can't use the benefit against a {@trait death} effect, and if you roll a failure on a saving throw against a {@trait death} effect, you get a critical failure instead.", "{@b Termination Clause} If you critically fail a saving throw against a {@trait death} effect and do not die, the contract becomes unenforceable on its terms and is voided." ], - "generic": false, "contract": { "devil": "{@creature imp}", "decipher": [ @@ -73,8 +70,7 @@ ], "price": { "coin": "gp", - "amount": 675, - "note": null + "amount": 675 }, "usage": "worn bracers", "bulk": "L", @@ -94,8 +90,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You exert your will over a mindless creature within 30 feet. If the target is a mindless creature of 3rd level or lower, it must attempt a DC 20 Will save. If you are a devil, the target uses an outcome one degree of success worse than the result of its saving throw.", { @@ -110,7 +104,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -126,8 +119,7 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "varies (see text)", "bulk": "varies (see text)", @@ -144,15 +136,11 @@ "components": [ "once per hour" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the emanation by 30 feet." ] } ], - "generic": false, "consumable": false }, { @@ -170,8 +158,7 @@ ], "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "usage": "worn", "bulk": "L", @@ -188,15 +175,11 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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 d12 trait. Against undead, the weapon instead gains the fatal d12 trait. This blessing lasts for 1 minute, until you score a critical hit with the weapon, or until you aren't wielding the weapon." ] } ], - "generic": false, "consumable": false }, { @@ -215,8 +198,7 @@ ], "price": { "coin": "gp", - "amount": 24, - "note": null + "amount": 24 }, "usage": "held in 1 hand", "bulk": "L", @@ -225,10 +207,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -236,9 +217,7 @@ "Benefit For 1 minute, you gain fast healing 2 and automatically succeed at flat checks to recover from {@condition persistent damage ||persistent bleed damage}.", "Drawback Your thickened skin makes quick movement difficult, and your excess skin flakes off with the slightest movement.", "You take a \u20132 penalty to Reflex saves for 1 minute. Any creature attempting to {@action Track} you in the next 24 hours gains a +4 circumstance bonus to their check." - ], - "generic": false, - "consumable": true + ] }, { "name": "Icy Disposition", @@ -261,7 +240,6 @@ "{@b Hidden Condition} ({@trait conjuration}, {@trait teleportation}) No more than once per week, the gelugon can move you like a piece on a game board to advance its schemes. The gelugon can appear and transport you and any items you're wearing and holding from your current space to a clear space within 500 feet (the gelugon need not see this location, but must know its relative location and distance from you). This effect doesn't transport any other creatures. The gelugon is unlikely to place you in a less dangerous space than the one you left.", "{@b Termination Clause} The contract provides you the benefits of \"the eternal ice of Cocytus.\" If you travel to Cocytus, Hell's seventh layer, and stand within an area at least 100 feet across that contains no ice and has a temperature above freezing, the contract is void. Such locations are exceptionally rare in Cocytus, and the efforts to create such an area are likely to attract unpleasant attention." ], - "generic": false, "contract": { "devil": "{@creature gelugon}", "decipher": [ @@ -292,7 +270,6 @@ "{@b Hidden Condition} The barbazu owns any weapons you find. No more often than once per month, the barbazu can demand a single weapon of its choice (often the best weapon in your possession). You are compelled to hand over the weapon immediately, without question.", "{@b Termination Clause} The contract guarantees that you will not \"be slain by the barbazu or by barbazu action.\" This wording is vague; if any barbazu kills you, or if you die from {@condition persistent damage ||persistent bleed damage} from any source, the contract is voided." ], - "generic": false, "contract": { "devil": "{@creature barbazu}", "decipher": [ @@ -323,7 +300,6 @@ "{@b Hidden Condition} No more than once per year, the erinys can compel you to attack a creature of the erinys's choice that you can see. You are {@condition controlled} by the erinys and must fight the chosen creature for 1 minute.", "{@b Termination Clause} The contract demands that you enact bloody vengeance against anyone who has ever wronged you, but the nature of the vengeance is vague. You can end the contract by creating effigies of everyone you believe has ever wronged you, bleeding upon them all at once (at least 1 Hit Point per effigy), and destroying them." ], - "generic": false, "contract": { "devil": "{@creature erinys}", "decipher": [ @@ -348,8 +324,7 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "held in 2 hands", "bulk": "L", @@ -358,17 +333,15 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This complex toxin makes the muscles beneath a creature's skin loose and malleable, which fleshwarpers find useful in their work. Rough or jerky movements the victim performs concentrate the toxin in subdermal muscles and eventually cause skin and muscle to slough away.", { "type": "affliction", - "name": null, "traits": [], "DC": 25, "savingThrow": "Fortitude", @@ -392,9 +365,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] } ] } diff --git a/data/items/items-av3.json b/data/items/items-av3.json index a0c1e675ca..398a3e00bf 100644 --- a/data/items/items-av3.json +++ b/data/items/items-av3.json @@ -14,10 +14,9 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, - "bulk": "1", + "bulk": 1, "category": "no category found", "entries": [ "This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against {@trait fear} effects and a +2 item bonus to your melee {@action Strike} damage (this increases to a +4 item bonus to damage if the melee {@action Strike} is a jaws attack). You can also activate the lens in the following ways.", @@ -30,9 +29,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You grasp the Crimson Fulcrum Lens in one hand and make a {@action Strike} that doesn't require that hand. The {@action Strike} deals an additional {@damage 1d8} precision damage (or {@damage 2d8} precision damage if you make a jaws {@action Strike}) and doesn't count toward your multiple attack penalty." ] @@ -47,15 +43,11 @@ "Interact (attack", "possession)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of {@deity Nhimbaloth|LOGM}'s essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by {@trait any} effect that removes a {@trait possession} effect. The lens doesn't have any magical abilities until the {@trait possession} effect ends; when it does, the essence returns to the lens." ] } ], - "generic": false, "consumable": false }, { @@ -72,8 +64,7 @@ ], "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "bulk": "L", "category": "no category found", @@ -111,14 +102,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "At least one glimmer remains in the Ebon Fulcrum Lens", "entries": [ "You draw upon a glimmer of {@deity Nhimbaloth|LOGM}'s essence for power; reduce the number of glimmers remaining in the lens by 1. You're {@condition quickened} for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to {@action Stride} or {@action Step}, or for an action in a special ghost ability you have." ] } ], - "generic": false, "consumable": false }, { @@ -136,8 +125,7 @@ ], "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "bulk": "3", "category": "no category found", @@ -157,8 +145,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round." ] @@ -173,15 +159,11 @@ "Interact (attack", "possession)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "as Crimson Fulcrum Lens, but the melee spell attack modifier is +20." ] } ], - "generic": false, "consumable": false }, { @@ -197,17 +179,15 @@ ], "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "This silver and copper framework is shaped to hold four focusing lenses, one behind the other, from smallest to largest. It has a socketed base to be mounted into a stand, such as that found in a lighthouse lantern. The Fulcrum Lattice was specifically designed to hold the four fulcrum lenses from smallest to largest (ebon, crimson, ochre, emerald), and it hums slightly while within 10 feet of any fulcrum lens. A fulcrum lens slotted into the Fulcrum Lattice has no Bulk; the lattice remains at 1 Bulk and can be carried easily. Inserting or removing a lens from the Fulcrum Lattice requires a single {@action Interact} action.", "The Fulcrum Lattice channels the power of fulcrum lenses joined with it. While you hold the Fulcrum Lattice, lenses socketed into it are considered to be in your hand for the purpose of activating their abilities. When you make a melee spell attack with a lens in the Fulcrum Lattice, you use the highest melee spell attack modifier of any lens in the lattice, or you can use your melee attack modifier with simple weapons if it's greater." ], - "generic": false, "consumable": false }, { @@ -223,8 +203,7 @@ ], "price": { "coin": "gp", - "amount": 21, - "note": null + "amount": 21 }, "usage": "Held in 1 hand", "bulk": "L", @@ -233,18 +212,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "This foul-smelling unguent dulls the odors and traces that fungus creatures detect. For 1 day after you slather this musk on your body, fungus creatures take a \u20134 penalty to {@skill Perception} checks to {@action Seek} you or otherwise notice you. If a fungus creature is mindless, it instead has a \u20136 penalty.", "The musk also grants you a +1 item bonus to AC against melee attacks from fungus creatures with no vision for the same period of time. The effects of fungal walk musk end immediately if you're submerged in water or subject to another olfactory effect." - ], - "generic": false, - "consumable": true + ] }, { "name": "Necrotic Bomb", @@ -266,10 +242,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -283,8 +258,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The bomb deals {@damage 1d6} negative damage and 1 negative splash damage. On a critical hit, the target is {@condition sickened|CRB|sickened 1}." @@ -295,8 +269,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "You gain a +1 item bonus to attack rolls. The bomb deals {@damage 2d6} negative damage and 2 negative splash damage. On a critical hit, the target is {@condition sickened|CRB|sickened 2}." @@ -307,8 +280,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "You gain a +2 bonus to attack rolls. The bomb deals {@damage 3d6} negative damage and 3 negative splash damage. On a critical hit, the target is {@condition sickened|CRB|sickened 3}." @@ -319,15 +291,13 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "You gain a +3 bonus to attack rolls. The bomb deals {@damage 4d6} negative damage and 4 negative splash damage. On a critical hit, the target is {@condition sickened|CRB|sickened 4}." ] } - ], - "consumable": true + ] }, { "name": "Ochre Fulcrum Lens", @@ -343,10 +313,9 @@ ], "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, - "bulk": "2", + "bulk": 2, "category": "no category found", "entries": [ "This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against {@trait emotion} effects. You can also activate the lens in the following ways.", @@ -363,8 +332,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You hold up the Ochre Fulcrum Lens in your hand and the item casts crushing despair (DC 31 Will save)." ] @@ -379,15 +346,11 @@ "Interact (attack", "possession)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "as Crimson Fulcrum Lens, but the melee spell attack modifier is +21." ] } ], - "generic": false, "consumable": false }, { @@ -407,8 +370,7 @@ ], "price": { "coin": "gp", - "amount": 16, - "note": null + "amount": 16 }, "usage": "held in 2 hands", "bulk": "L", @@ -417,21 +379,18 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage.", { "type": "affliction", - "name": null, "traits": [], "DC": 20, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6\nhours", "stages": [ { @@ -456,9 +415,7 @@ } ] } - ], - "generic": false, - "consumable": true + ] } ] } diff --git a/data/items/items-crb.json b/data/items/items-crb.json index 3d07696589..afc24cb75d 100644 --- a/data/items/items-crb.json +++ b/data/items/items-crb.json @@ -20,10 +20,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -36,8 +35,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "It deals {@damage 1d6} {@condition persistent damage||persistent acid damage} and 1 acid splash damage." @@ -54,8 +52,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "You gain a +1 item bonus to attack rolls. The bomb deals {@damage 2d6} {@condition persistent damage||persistent acid damage} and 2 acid splash damage." @@ -72,8 +69,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "You gain a +2 item bonus to attack rolls. The bomb deals {@damage 3d6} {@condition persistent damage||persistent acid damage} and 3 acid splash damage." @@ -90,8 +86,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "You gain a +3 item bonus to attack rolls. The bomb deals {@damage 4d6} {@condition persistent damage||persistent acid damage} and 4 acid splash damage." @@ -230,8 +225,7 @@ "type": "adamantine chunk", "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "bulk": "L", "entries": [] @@ -240,10 +234,9 @@ "type": "adamantine ingot", "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -332,8 +325,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "bulk": "L", "craftReq": "adamantine worth at least 50 gp The shield has Hardness 8, HP 32, and BT 16.", @@ -342,7 +334,7 @@ { "type": "standard-grade adamantine shield", "level": 8, - "bulk": "1", + "bulk": 1, "craftReq": "adamantine worth at least 55 gp The shield has Hardness 10, HP 40, and BT 20.", "entries": [] }, @@ -350,7 +342,7 @@ "type": "high-grade adamantine buckler", "name": "High-Grade Adamantine Buckler", "level": 16, - "shieldStats": { + "shieldData": { "hardness": 11, "hp": 44, "bt": 22 @@ -364,10 +356,9 @@ "level": 16, "price": { "coin": "gp", - "amount": 8800, - "note": null + "amount": 8800 }, - "bulk": "1", + "bulk": 1, "craftReq": "adamantine worth at least 4,400 gp The shield has Hardness 13, HP 52, and BT 26.", "entries": [] } @@ -422,12 +413,10 @@ "type": "Item", "price": { "coin": "sp", - "amount": 15, - "note": null + "amount": 15 }, "bulk": 1, - "hands": null, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: a {@item backpack}, a {@item bedroll}, {@item chalk (10)||10 pieces of chalk}, {@item flint and steel}, {@item rope (50 feet)||50 feet of rope}, 2 weeks' {@item Rations (1 week)||rations}, {@item soap}, 5 {@item torch||torches}, and a {@item waterskin}." ] @@ -451,7 +440,6 @@ "Transmutation" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", @@ -467,8 +455,7 @@ "name": "Clear Spindle Aeon Stone", "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "entries": [ "You don't need to eat or drink while this aeon stone is invested by you. This aeon stone doesn't function until it has been worn continuously for a week and invested each day therein. If it's invested by someone else, this interval starts over.", @@ -480,8 +467,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 9, - "note": null + "amount": 9 }, "name": "Dull Gray Aeon Stone", "entries": [ @@ -494,8 +480,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "name": "Gold Nodule Aeon Stone", "entries": [ @@ -508,8 +493,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 30000, - "note": null + "amount": 30000 }, "name": "Lavender And Green Ellipsoid Aeon Stone", "entries": [ @@ -522,8 +506,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 9750, - "note": null + "amount": 9750 }, "name": "Orange Prism Aeon Stone", "entries": [ @@ -536,8 +519,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2200, - "note": null + "amount": 2200 }, "name": "Pale Lavender Ellipsoid Aeon Stone", "entries": [ @@ -551,8 +533,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1900, - "note": null + "amount": 1900 }, "name": "Pink Rhomboid Aeon Stone", "entries": [ @@ -565,8 +546,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "name": "Tourmaline Sphere Aeon Stone", "entries": [ @@ -579,8 +559,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 130, - "note": null + "amount": 130 }, "name": "Agate Ellipsoid Aeon Stone", "source": "LOPSG", @@ -596,8 +575,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 85, - "note": null + "amount": 85 }, "name": "Azure Briolette Aeon Stone", "source": "LOPSG", @@ -614,8 +592,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "name": "Dusty Rose Prism Aeon Stone", "source": "LOPSG", @@ -630,8 +607,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "name": "Pale Orange Rhomboid Aeon Stone", "source": "LOPSG", @@ -648,8 +624,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "name": "Pearlescent Pyramid Aeon Stone", "source": "LOPSG", @@ -665,8 +640,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "name": "Pearly White Spindle Aeon Stone", "source": "LOPSG", @@ -681,8 +655,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 225, - "note": null + "amount": 225 }, "name": "Western Star Aeon Stone", "source": "LOPSG", @@ -698,8 +671,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "name": "Black Pearl Aeon Stone", "source": "LOWG", @@ -727,14 +699,12 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "category": "Snare", "entries": [ "You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated." - ], - "generic": false + ] }, { "name": "Alchemist Goggles", @@ -748,7 +718,6 @@ "Transmutation" ], "usage": "worn eyepiece", - "bulk": "\u2014", "category": "Worn", "entries": [ "These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to {@skill Crafting} checks to {@action Craft} alchemical items and a +1 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making {@action Strike||Strikes} with alchemical bombs." @@ -760,8 +729,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "entries": [], "_mod": { @@ -775,8 +743,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [ "The item bonuses are both +2." @@ -792,8 +759,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "entries": [ "The item bonuses are both +3." @@ -833,10 +799,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -849,8 +814,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The bomb deals {@damage 1d8} fire damage, 1 {@condition persistent damage||persistent fire damage}, and 1 fire splash damage." @@ -861,8 +825,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "You gain a +1 item bonus to attack rolls. The bomb deals {@damage 2d8} fire damage, 2 {@condition persistent damage||persistent fire damage}, and 2 fire splash damage." @@ -873,8 +836,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "You gain a +2 item bonus to attack rolls. The bomb deals {@damage 3d8} fire damage, 3 {@condition persistent damage||persistent fire damage}, and 3 fire splash damage." @@ -885,8 +847,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "You gain a +3 item bonus to attack rolls. The bomb deals {@damage 4d8} fire damage, 4 {@condition persistent damage||persistent fire damage}, and 4 fire splash damage." @@ -911,12 +872,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": 6, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "You need an alchemist's lab to {@action Craft} alchemical items during downtime." ], @@ -927,8 +887,7 @@ "name": "Alchemist's Lab", "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [] }, @@ -938,8 +897,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [ "An expanded alchemist's lab gives a +1 item bonus to {@skill Crafting} checks to create alchemical items." @@ -955,12 +913,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "bulk": 1, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's tools, you can draw and replace them as part of the action that uses them. " ] @@ -979,8 +936,7 @@ ], "price": { "coin": "gp", - "amount": 140, - "note": null + "amount": 140 }, "usage": "held in 2 hands", "bulk": "L", @@ -989,17 +945,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "This oil fills a weapon with cosmic power of an alignment. Each aligned oil is crafted to one alignment: chaos, evil, good, or law (such as a good-aligned oil). A weapon anointed with this oil gains the effects of the property rune matching its alignment: anarchic (chaos), axiomatic (law), holy (good), or unholy (evil)", "This lasts for 1 minute." - ], - "generic": false + ] }, { "name": "Anarchic", @@ -1014,8 +968,7 @@ ], "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "usage": "etched onto a weapon without an axiomatic rune", "category": "Rune", @@ -1026,8 +979,7 @@ "An anarchic rune is jagged and asymmetrical, channeling chaotic energy. A weapon with this rune deals an additional {@damage 1d6} chaotic damage against lawful targets. If you are lawful, you are {@condition enfeebled 2} while carrying or wielding this weapon.", "When you critically succeed at a {@action Strike} with this weapon against a lawful creature, roll {@dice 1d6}. On a 1 or 2, you deal double minimum damage; on a 3 or 4, double your damage normally; on a 5 or 6, you deal double maximum damage." ], - "craftReq": "You are chaotic.", - "generic": false + "craftReq": "You are chaotic." }, { "name": "Animal Staff", @@ -1041,7 +993,7 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This staff is topped with carved animal and monster heads.", @@ -1049,14 +1001,9 @@ { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -1070,15 +1017,14 @@ "level": 4, "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "entries": [ { "type": "list", "items": [ - "{@bold Cantrip} know direction", - "{@bold 1st} magic fang, {@spell summon animal}" + "{@bold Cantrip} {@spell know direction}", + "{@bold 1st} {@spell magic fang}, {@spell summon animal}" ] } ] @@ -1088,15 +1034,14 @@ "level": 8, "price": { "coin": "gp", - "amount": 460, - "note": null + "amount": 460 }, "entries": [ { "type": "list", "items": [ - "{@bold 2nd} animal messenger, speak with animals, {@spell summon animal}", - "{@bold 3rd} animal form, {@spell summon animal}" + "{@bold 2nd} {@spell animal messenger}, {@spell speak with animals}, {@spell summon animal}", + "{@bold 3rd} {@spell animal form}, {@spell summon animal}" ] } ] @@ -1106,15 +1051,14 @@ "level": 12, "price": { "coin": "gp", - "amount": 1900, - "note": null + "amount": 1900 }, "entries": [ { "type": "list", "items": [ "{@bold 4th} {@spell summon animal}", - "{@bold 5th} animal form, moon frenzy, {@spell summon animal}" + "{@bold 5th} {@spell animal form}, {@spell moon frenzy}, {@spell summon animal}" ] } ] @@ -1135,11 +1079,9 @@ ], "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "usage": "worn anklets", - "bulk": "\u2014", "category": "Apex", "entries": [ "These gem-studded golden anklets give you a +3 item bonus to {@skill Acrobatics} checks. When you invest the anklets, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score.", @@ -1157,14 +1099,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You click the anklets together, gaining a +20-foot status bonus to all your Speeds and the effects of water walk for the next 10 minutes." ] } - ], - "generic": false + ] }, { "name": "Antidote", @@ -1184,10 +1123,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -1200,8 +1138,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "You gain a +2 item bonus." @@ -1220,8 +1157,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 35, - "note": null + "amount": 35 }, "entries": [ "You gain a +3 item bonus." @@ -1240,8 +1176,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [ "You gain a +4 item bonus." @@ -1260,8 +1195,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 675, - "note": null + "amount": 675 }, "entries": [ "You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a saving throw against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized." @@ -1298,8 +1232,7 @@ ], "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "usage": "etched onto armor", "category": "Rune", @@ -1324,14 +1257,12 @@ "freq": 1 }, "trigger": "A spell targets you or includes you in its area", - "requirements": null, "entries": [ "The armor attempts to counteract the triggering spell with the effect of a 7th-level {@spell dispel magic} spell and a counteract modifier of +26." ] } ], - "craftReq": "Supply one casting of dispel magic.", - "generic": false + "craftReq": "Supply one casting of dispel magic." }, { "name": "Antimagic Oil", @@ -1348,8 +1279,7 @@ ], "price": { "coin": "gp", - "amount": 13000, - "note": null + "amount": 13000 }, "usage": "held in 2 hands", "bulk": "L", @@ -1358,18 +1288,16 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "This oil contains energy that repels nearly all types of magic.", "When you apply this oil to armor, the creature wearing the armor becomes immune to all spells, effects of magic items (the wearer's and those of others), and effects with the {@trait magical} trait for 1 minute. The oil affects neither the magic of the armor nor the fundamental runes of weapons attacking the wearer.", "Magical effects from a source of 20th level or higher, such as a deity, still function on the armor's wearer." - ], - "generic": false + ] }, { "name": "Antiplague", @@ -1389,10 +1317,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -1406,8 +1333,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "You gain a +2 item bonus." @@ -1428,8 +1354,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 35, - "note": null + "amount": 35 }, "entries": [ "You gain a +3 item bonus." @@ -1450,8 +1375,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [ "You gain a +4 item bonus." @@ -1472,8 +1396,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 675, - "note": null + "amount": 675 }, "entries": [ "You gain a +4 item bonus, and when you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you are cured of the disease." @@ -1521,8 +1444,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 645, - "note": null + "amount": 645 }, "entries": [] }, @@ -1531,8 +1453,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 13000, - "note": null + "amount": 13000 }, "entries": [ "The bonus to {@skill Athletics} checks is +3, and the bonus to a successful check to {@action Climb} or {@action Swim} is +10 feet." @@ -1566,8 +1487,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "craftReq": "You are an expert in {@skill Crafting}.", "entries": [], @@ -1582,8 +1502,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1060, - "note": null + "amount": 1060 }, "craftReq": "You are a master in {@skill Crafting}.", "entries": [ @@ -1600,8 +1519,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 20560, - "note": null + "amount": 20560 }, "craftReq": "You are legendary in {@skill Crafting}.", "entries": [ @@ -1634,17 +1552,10 @@ "amount": 1, "note": "(price for 10)" }, - "bulk": null, - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "category": "Ammunition", "entries": [ "These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other." ], - "craftReq": null, - "generic": false, "variants": null }, { @@ -1659,11 +1570,10 @@ ], "price": { "coin": "gp", - "amount": 1350, - "note": null + "amount": 1350 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Shield", "group": "Shield", "entries": [ @@ -1684,14 +1594,12 @@ "freq": 1 }, "trigger": "A ranged weapon {@action Strike} targets a creature within 15 feet of you when you have this shield raised, and the attacker has not yet rolled their attack", - "requirements": null, "entries": [ "The triggering {@action Strike} targets you instead of its normal target.", "If it hits, you gain the effects of the {@feat Shield Block} reaction." ] } - ], - "generic": false + ] }, { "name": "Arsenic", @@ -1707,8 +1615,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", @@ -1717,17 +1624,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This toxin is a compound of arsenic and other substances. You can't reduce your {@condition sickened} condition while affected.", { "type": "affliction", - "name": null, "traits": [], "DC": 18, "savingThrow": "Fortitude", @@ -1751,8 +1656,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Artisan's Tools", @@ -1762,12 +1666,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "bulk": 2, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "You need these tools to create items from raw materials with the {@action Craft} skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them." ], @@ -1784,8 +1687,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [ "Sterling artisan's tools give you a +1 item bonus to the check." @@ -1806,8 +1708,7 @@ ], "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "usage": "etched onto a weapon without an anarchic rune", "category": "Rune", @@ -1818,8 +1719,7 @@ "Complex and symmetrical, an axiomatic rune imbues a weapon with lawful energy. A weapon with this rune deals an additional {@damage 1d6} lawful damage against chaotic targets. If you are chaotic, you are {@condition enfeebled 2} while carrying or wielding this weapon.", "When you critically succeed at an attack roll with this weapon against a chaotic creature, instead of rolling, count each weapon damage die as average damage rounded up (3 for d4, 4 for d6, 5 for d8, 6 for d10, 7 for d12)." ], - "craftReq": "You are lawful.", - "generic": false + "craftReq": "You are lawful." }, { "name": "Backpack", @@ -1829,12 +1729,9 @@ "type": "Item", "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, - "bulk": null, - "hands": null, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. " ] @@ -1851,7 +1748,7 @@ "Magical" ], "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type.", @@ -1866,8 +1763,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "entries": [ "Capacity 25 Bulk." @@ -1884,8 +1780,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "Capacity 50 Bulk." @@ -1902,8 +1797,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "entries": [ "Capacity 100 Bulk." @@ -1920,8 +1814,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2400, - "note": null + "amount": 2400 }, "entries": [ "Capacity 150 Bulk." @@ -1955,8 +1848,7 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "usage": "worn barding", "bulk": "L", @@ -1978,14 +1870,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn't have the mount special ability, it can still {@action Fly} while being ridden." ] } - ], - "generic": false + ] }, { "name": "Barkskin Potion", @@ -2001,8 +1890,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "usage": "held in 1 hand", "bulk": "L", @@ -2011,16 +1899,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level {@spell barkskin} spell for 10 minutes." - ], - "generic": false + ] }, { "name": "Basic Crafter's Book", @@ -2030,12 +1916,11 @@ "type": "Item", "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This book contains the {@quickref formulas|CRB|1|formulas|0} for {@action Craft||Crafting} the {@filter common items in Chapter 6: Equipment of the Core Rulebook|items||Source=CRB|Rarity=Common}." ] @@ -2053,18 +1938,16 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "arrow", @@ -2074,8 +1957,7 @@ "entries": [ "The shaft of a beacon shot is studded with tiny flecks of glimmering gemstones. When an activated beacon shot hits a target, it embeds itself into that target and spews sparks for 1 minute. If the target is {@condition invisible}, it becomes merely {@condition hidden} to creatures who would otherwise be unable to see it. The sparks also negate the {@condition concealed} condition if the target was otherwise {@condition concealed}.", "A creature can remove the arrow or bolt by using an {@action Interact} basic action and succeeding at a DC 20 {@skill Athletics} check." - ], - "generic": false + ] }, { "name": "Bedroll", @@ -2085,15 +1967,11 @@ "type": "Item", "price": { "coin": "cp", - "amount": 2, - "note": null + "amount": 2 }, "bulk": "L", - "hands": null, - "category": "Gear", - "entries": [ - "Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper." - ] + "category": "Adventuring Gear", + "entries": [] }, { "name": "Belladonna", @@ -2109,8 +1987,7 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "held in 1 hand", "bulk": "L", @@ -2119,17 +1996,13 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": "Interact" }, "category": "Poison", "entries": [ "Sometimes called \"deadly nightshade,\" belladonna is a widely available toxin produced from a plant similar to a tomato.", { "type": "affliction", - "name": null, "traits": [], "DC": 19, "savingThrow": "Fortitude", @@ -2153,8 +2026,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Belt of Giant Strength", @@ -2170,8 +2042,7 @@ ], "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "usage": "worn belt", "bulk": "L", @@ -2189,9 +2060,7 @@ "components": [ "Interact" ], - "frequency": null, "trigger": "You are targeted by a thrown rock attack, or a rock would fall on you", - "requirements": null, "entries": [ "Attempt an {@skill Athletics} check to grab the triggering rock. Use the {@skill Athletics} DC of the creature throwing the rock, the DC of the hazard or other effect, or DC 35 if no other DC is applicable. You must have a free hand to catch the rock, but you can {@action Release} anything you're holding in a hand as part of this reaction.", { @@ -2204,8 +2073,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Belt of Regeneration", @@ -2221,8 +2089,7 @@ ], "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "usage": "worn belt", "bulk": "L", @@ -2243,14 +2110,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You tighten the belt one notch to gain a regeneration effect. For {@dice 2d4} rounds, at the start of your turn each round, you recover 15 Hit Points unless you took acid or fire damage since the start of your previous turn." ] } - ], - "generic": false + ] }, { "name": "Belt of the Five Kings", @@ -2266,8 +2130,7 @@ ], "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "usage": "worn belt", "bulk": "L", @@ -2289,14 +2152,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "You are a dwarf", "entries": [ "You tighten the belt one notch to gain temporary Hit Points equal to your level and grant allies within 20 feet of you {@ability darkvision}. Both effects last for 10 minutes." ] } - ], - "generic": false + ] }, { "name": "Berserker's Cloak", @@ -2310,7 +2171,7 @@ "Transmutation" ], "usage": "worn cloak", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the {@action Rage} action, while raging you grow jaws that deal {@damage 1d10} piercing damage and claws that deal {@damage 1d6} slashing damage and have the {@trait agile} trait.", @@ -2325,8 +2186,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [] }, @@ -2335,8 +2195,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "entries": [ "You gain the benefits of a {@item +2 weapon potency} rune and a {@item greater striking} rune, or a {@item +3 weapon potency} rune and a {@item major striking} rune if you have an {@class barbarian||animal instinct|animal} and the bestial rage instinct ability." @@ -2405,10 +2264,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -2423,8 +2281,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "You gain a +1 item bonus, your claw deals {@damage 1d4} slashing damage, your jaws deal {@damage 1d6} piercing damage, and the duration is 1 minute." @@ -2441,8 +2298,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "You gain a +2 item bonus, your claw deals {@damage 1d6} slashing damage, your jaws deal {@damage 1d8} piercing damage, and the duration is 10 minutes." @@ -2459,8 +2315,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "You gain a +3 item bonus, your claw deals {@damage 1d8} slashing damage, your jaws deal {@damage 1d10} piercing damage, and the duration is 1 hour." @@ -2477,8 +2332,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "You gain a +4 item bonus, your claw deals {@damage 1d8} slashing damage, your jaws deal {@damage 1d10} piercing damage, and the duration is 1 hour. You gain weapon specialization with the claws and jaws, or greater weapon specialization, if you already have weapon specialization with these unarmed attacks." @@ -2513,8 +2367,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "category": "Snare", "entries": [ @@ -2528,8 +2381,7 @@ "Critical Failure": "The creature takes double damage and takes a \u201310-foot status penalty to its Speed until it recovers at least 1 Hit Point." } } - ], - "generic": false + ] }, { "name": "Black Adder Venom", @@ -2545,8 +2397,7 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "held in 2 hands", "bulk": "L", @@ -2555,21 +2406,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Adder venom is a simple but effective way to enhance a weapon.", { "type": "affliction", - "name": null, "traits": [], "DC": 18, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "3 rounds", "stages": [ { @@ -2589,8 +2437,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Black Lotus Extract", @@ -2607,8 +2454,7 @@ ], "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "usage": "held in 1 hand", "bulk": "L", @@ -2617,17 +2463,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Black lotus extract causes severe internal bleeding.", { "type": "affliction", - "name": null, "traits": [], "DC": 42, "savingThrow": "Fortitude", @@ -2651,8 +2495,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Bleeding Spines Snare", @@ -2668,14 +2511,12 @@ ], "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "category": "Snare", "entries": [ "When a creature enters the square, spines covered in numerous jagged thorns protrude out to stab it, dealing {@damage 8d8} piercing damage and {@damage 2d8} {@condition persistent damage||persistent bleed damage}. The creature must attempt a DC 31 basic Reflex saving throw. After the initial trigger, the spines retract and protrude again repeatedly for 1 minute, forcing any creature that enters the space or ends its turn in the space to attempt a Reflex save against the spines' damage." - ], - "generic": false + ] }, { "name": "Blightburn Resin", @@ -2691,8 +2532,7 @@ ], "price": { "coin": "gp", - "amount": 225, - "note": null + "amount": 225 }, "usage": "held in 2 hands", "bulk": "L", @@ -2701,17 +2541,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames.", { "type": "affliction", - "name": null, "traits": [], "DC": 31, "savingThrow": "Fortitude", @@ -2735,8 +2573,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Bloodletting Kukri", @@ -2751,16 +2588,14 @@ ], "price": { "coin": "gp", - "amount": 240, - "note": null + "amount": 240 }, "usage": "held in 1 hand", "bulk": "L", "category": "Weapon", "entries": [ "This +1 striking kukri has a crimson blade that shimmers eerily in bright light. On a critical hit, the kukri deals {@damage 1d8} {@condition persistent damage||persistent bleed damage}. If the target didn't already have {@condition persistent damage||persistent bleed damage} when you scored the critical hit, you also gain {@dice 1d8} temporary Hit Points." - ], - "generic": false + ] }, { "name": "Bloodseeker Beak", @@ -2776,27 +2611,24 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You hit a {@condition flat-footed} creature with the affixed weapon." }, "category": "Talisman", "entries": [ "This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra {@damage 1d4} precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal {@damage 1d4} {@condition persistent damage||persistent bleed damage}." - ], - "generic": false + ] }, { "name": "Blowgun Dart", @@ -2810,17 +2642,10 @@ "amount": 5, "note": "(price for 10)" }, - "bulk": null, - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "category": "Ammunition", "entries": [ "These thin, light darts are typically made of hardwood and stabilized with fletching of down or fur. They are often hollow so they can be used to deliver poison." ], - "craftReq": null, - "generic": false, "variants": null }, { @@ -2835,17 +2660,10 @@ "amount": 1, "note": "(price for 10)" }, - "bulk": null, - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "category": "Ammunition", "entries": [ "Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows." ], - "craftReq": null, - "generic": false, "variants": null }, { @@ -2862,8 +2680,7 @@ ], "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "category": "Snare", "entries": [ @@ -2878,8 +2695,7 @@ } } ], - "craftReq": "Supply six of the same damaging 3rd-level moderate alchemical bomb.", - "generic": false + "craftReq": "Supply six of the same damaging 3rd-level moderate alchemical bomb." }, { "name": "Bomber's Eye Elixir", @@ -2899,10 +2715,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -2915,8 +2730,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 14, - "note": null + "amount": 14 }, "entries": [ "Reduce your targets' circumstance bonus by 1." @@ -2932,8 +2746,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [ "Reduce your targets' circumstance bonus by 2." @@ -2977,8 +2790,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 340, - "note": null + "amount": 340 }, "entries": [] }, @@ -2987,8 +2799,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4250, - "note": null + "amount": 4250 }, "entries": [ "The bonus to Speed is +10 feet, and the bonus to {@action High Jump} and {@action Long Jump} is +3." @@ -3027,8 +2838,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Until the end of your turn, you ignore {@quickref difficult terrain||3|terrain} when moving on the ground. If you're wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn." ] @@ -3041,8 +2850,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 145, - "note": null + "amount": 145 }, "entries": [] }, @@ -3051,8 +2859,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1250, - "note": null + "amount": 1250 }, "entries": [ "The boots grant a +2 bonus. If you're also wearing a cloak of elvenkind, greater boots of elvenkind constantly grant the effects of pass without trace (DC 30) in forest environments." @@ -3073,8 +2880,7 @@ ], "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "usage": "worn shoes", "bulk": "L", @@ -3095,14 +2901,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You click the heels of the boots together and gain the {@condition quickened} condition for 1 minute. You can use the extra action to {@action Stride}, {@action Climb}, or {@action Swim}. (You must still attempt an {@skill Athletics} check for the {@action Climb} and {@action Swim} actions unless you have the appropriate movement type.)" ] } - ], - "generic": false + ] }, { "name": "Bottled Air", @@ -3117,8 +2920,7 @@ ], "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "usage": "held in 1 hand", "bulk": "L", @@ -3135,15 +2937,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn't escape the mouth of the bottle, so leaving the open bottle in an airless environment doesn't change the environment." ] } - ], - "generic": false + ] }, { "name": "Bottled Lightning", @@ -3165,10 +2963,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -3181,8 +2978,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "It deals {@damage 1d6} electricity damage and 1 electricity splash damage." @@ -3199,8 +2995,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "You gain a +1 item bonus to attack rolls. The bomb deals {@damage 2d6} electricity damage and 2 electricity splash damage." @@ -3217,8 +3012,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "You gain a +2 item bonus to attack rolls. The bomb deals {@damage 3d6} electricity damage and 3 electricity splash damage." @@ -3235,8 +3029,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "You gain a +3 item bonus to attack rolls. The bomb deals {@damage 4d6} electricity damage and 4 electricity splash damage." @@ -3270,8 +3063,7 @@ ], "price": { "coin": "gp", - "amount": 58, - "note": null + "amount": 58 }, "usage": "worn", "bulk": "L", @@ -3292,14 +3084,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You gain a +10-foot status bonus to Speed for 1 minute." ] } - ], - "generic": false + ] }, { "name": "Bracers of Armor", @@ -3326,8 +3115,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [], "_mod": { @@ -3342,8 +3130,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ "The item bonus to AC and saves is +2." @@ -3360,8 +3147,7 @@ "name": "Bracers of Armor (Type III)", "price": { "coin": "gp", - "amount": 60000, - "note": null + "amount": 60000 }, "entries": [ "The item bonus to AC and saves is +3." @@ -3412,7 +3198,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "You are aware of the attack and not {@condition flat-footed}", "entries": [ "The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you." @@ -3426,8 +3211,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 52, - "note": null + "amount": 52 }, "entries": [] }, @@ -3436,8 +3220,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "You can activate the bracers once every 10 minutes." @@ -3472,10 +3255,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -3488,8 +3270,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "entries": [ "The bonus on Will saves is +1, or +2 against {@trait fear}." @@ -3506,8 +3287,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "entries": [ "The bonus on Will saves is +2, or +3 against {@trait fear}." @@ -3524,8 +3304,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [ "The bonus on Will saves is +3, or +4 against {@trait fear}. If you roll a success on a save against fear, you get a critical success instead." @@ -3558,7 +3337,7 @@ "Magical" ], "usage": "worn armor", - "bulk": "2", + "bulk": 2, "category": "Armor", "entries": [ "This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion's heads. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to {@skill Diplomacy} checks, but you take a \u20132 item penalty to {@skill Stealth} checks to {@action Hide} and {@action Sneak} and {@skill Deception} checks to {@action Impersonate}.", @@ -3576,8 +3355,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You grant allies within 100 feet a +2 status bonus to saves against {@trait fear} effects for 1 minute. When you activate this ability, each affected ally who's {@condition frightened} reduces their {@condition frightened} value by 1." ] @@ -3590,8 +3367,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [] }, @@ -3600,8 +3376,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 22000, - "note": null + "amount": 22000 }, "entries": [ "The armor is a +2 greater resilient breastplate. The item bonus and penalty increase to +3 and \u20133, respectively." @@ -3624,8 +3399,7 @@ ], "price": { "coin": "gp", - "amount": 1500, - "note": null + "amount": 1500 }, "usage": "held in 1 hand", "bulk": "L", @@ -3634,17 +3408,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Fumes from the forges of Hell drain health and strength alike.", { "type": "affliction", - "name": null, "traits": [], "DC": 36, "savingThrow": "Fortitude", @@ -3668,8 +3440,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Bronze Bull Pendant", @@ -3685,27 +3456,25 @@ ], "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are trained in {@skill Athletics}.", - "frequency": null, "trigger": "You attempt an {@skill Athletics} check to {@action Shove}, but you haven't rolled yet" }, "category": "Talisman", "entries": [ "This pendant is forged from grainy steel and depicts a snorting bull's face. The pendant must be attached to the chest area or on a shoulder guard. When you activate the pendant, you gain a +2 status bonus to the {@skill Athletics} check to {@action Shove}, and if you roll a critical failure on the check, you get a failure instead." - ], - "generic": false + ] }, { "name": "Brooch of Shielding", @@ -3721,17 +3490,14 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This piece of silver or gold jewelry is adorned with miniature images of kite shields and can be used to fasten a cloak or cape. The brooch automatically absorbs {@spell magic missile} spells targeting you. A brooch of shielding can absorb 30 individual magic missiles before it melts and becomes useless.", "Sometimes when found, a brooch of shielding has already absorbed a number of missiles." - ], - "generic": false + ] }, { "name": "Broom of Flying", @@ -3745,11 +3511,10 @@ ], "price": { "coin": "gp", - "amount": 1900, - "note": null + "amount": 1900 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This broom has a tenuous connection to gravity, and it tends to drift even while stowed. You can ride on the broom using one hand to guide it, and the broom can carry up to one passenger in addition to you. The broom moves at a fly Speed of 20 feet.", @@ -3765,17 +3530,13 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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.", "If the broom carries a rider, this activation lasts until 4 hours pass (typically 16 miles of travel), the broom reaches its destination, or you {@action Dismiss} the activation.", "If the broom doesn't have a rider, the activation lasts until the broom reaches its destination. When the activation ends, the broom floats to the ground and can't be activated again for 1 hour." ] } - ], - "generic": false + ] }, { "name": "Caltrop Snare", @@ -3791,16 +3552,14 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "category": "Snare", "entries": [ "This snare consists of a {@condition hidden} canister of {@item caltrops} attached to a trip wire. When the snare is triggered, it flings the caltrops into either the snare's square or a square adjacent to the snare. You choose which square when you set up the snare.", "If the {@item caltrops} scatter into the same square as a creature, that creature must attempt the {@skill Acrobatics} check immediately." ], - "craftReq": "Supply a container of caltrops.", - "generic": false + "craftReq": "Supply a container of caltrops." }, { "name": "Caltrops", @@ -3810,12 +3569,11 @@ "type": "Item", "price": { "coin": "cp", - "amount": 3, - "note": null + "amount": 3 }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "These four-pronged metal spikes can damage a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 {@skill Acrobatics} check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a \u20135-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough are ruined that they can't be salvaged. " ] @@ -3831,9 +3589,8 @@ "amount": 1, "note": "for price of 10" }, - "bulk": null, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A lit candle sheds dim light in a 10-foot radius for 8 hours. " ] @@ -3853,20 +3610,17 @@ ], "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "usage": "held in 1 hand", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -3874,8 +3628,7 @@ "You activate the candle by lighting it, which causes creatures within 10 feet of the candle to find it difficult to tell falsehoods.", "Creatures in the area receive a \u20134 status penalty to {@action Lie}.", "In addition, when first entering the affected area, each creature (including you) must succeed at a DC 26 Will save or be unable to tell any deliberate lies while within 10 feet of the lit candle. This lasts for as long as the candle is lit. Once lit, the candle burns for 10 minutes, and it cannot be extinguished." - ], - "generic": false + ] }, { "name": "Cape of the Mountebank", @@ -3891,8 +3644,7 @@ ], "price": { "coin": "gp", - "amount": 980, - "note": null + "amount": 980 }, "usage": "worn cloak", "bulk": "L", @@ -3913,15 +3665,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell dimension door}. The space you leave and the one you appear in are filled with puffs of smoke that make anyone within {@condition concealed} until they leave the smoke or the end of your next turn, at which point the smoke dissipates.", "Strong winds immediately disperse the smoke." ] } - ], - "generic": false + ] }, { "name": "Cassock of Devotion", @@ -3937,8 +3686,7 @@ ], "price": { "coin": "gp", - "amount": 1150, - "note": null + "amount": 1150 }, "usage": "worn garment", "bulk": "L", @@ -3960,15 +3708,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it is lost." ] } ], - "craftReq": "You are a cleric who worships the deity tied to the cassock.", - "generic": false + "craftReq": "You are a cleric who worships the deity tied to the cassock." }, { "name": "Cat's Eye Elixir", @@ -3983,8 +3728,7 @@ ], "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "usage": "held in 1 hand", "bulk": "L", @@ -3993,16 +3737,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ "After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target {@condition hidden} creatures to 5, and you don't need to attempt a flat check to target {@condition concealed} creatures. These benefits apply only against creatures within 30 feet of you." - ], - "generic": false + ] }, { "name": "Caterwaul Sling", @@ -4016,8 +3758,7 @@ ], "price": { "coin": "gp", - "amount": 155, - "note": null + "amount": 155 }, "usage": "held in 1 hand", "bulk": "L", @@ -4038,15 +3779,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound.", "Each creature in a 30-foot cone takes {@damage 4d6} sonic damage (DC 21 basic Fortitude save). Any creature that fails is {@condition deafened} for 1 round, or 1 hour on a critical failure." ] } - ], - "generic": false + ] }, { "name": "Celestial Armor", @@ -4062,11 +3800,10 @@ ], "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "usage": "worn armor", - "bulk": "1", + "bulk": 1, "category": "Armor", "entries": [ "This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are fashioned into smaller trails that resemble feathers. Unlike normal chain mail, celestial armor has no Speed reduction, its armor check penalty is 0, and its Bulk is 1.", @@ -4086,15 +3823,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes." ] } ], - "craftReq": "You are good.", - "generic": false + "craftReq": "You are good." }, { "name": "Chain (10 feet)", @@ -4109,7 +3843,7 @@ }, "bulk": 1, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "" ] @@ -4125,9 +3859,8 @@ "amount": 1, "note": "for price of 10" }, - "bulk": null, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "" ] @@ -4146,16 +3879,13 @@ ], "price": { "coin": "gp", - "amount": 56, - "note": null + "amount": 56 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 against damage from {@spell harm} spells if you're living, or against {@spell heal} spells if you're undead." - ], - "generic": false + ] }, { "name": "Cheetah's Elixir", @@ -4175,10 +3905,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -4191,8 +3920,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The bonus is +5 feet, and the duration is 1 minute." @@ -4208,8 +3936,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "entries": [ "The bonus is +10 feet, and the duration is 10 minutes." @@ -4225,8 +3952,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 110, - "note": null + "amount": 110 }, "entries": [ "The bonus is +10 feet, and the duration is 1 hour." @@ -4254,12 +3980,11 @@ "type": "Item", "price": { "coin": "sp", - "amount": 6, - "note": null + "amount": 6 }, "bulk": 2, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A wooden chest can hold up to 8 Bulk of items. " ] @@ -4277,8 +4002,7 @@ ], "price": { "coin": "gp", - "amount": 235, - "note": null + "amount": 235 }, "usage": "held in 2 hands", "bulk": "L", @@ -4296,15 +4020,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You aim the chime at a container, door, or lock you want to open and strike the chime. The chime sends out magical vibrations that attempt a {@skill Thievery} check against the lock's DC, with a {@skill Thievery} bonus of +13. This targets only one lock or binding at a time, so you might need to activate the chime multiple times to open a target with several forms of protection." ] } - ], - "generic": false + ] }, { "name": "Choker of Elocution", @@ -4331,8 +4051,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "entries": [] }, @@ -4341,8 +4060,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 850, - "note": null + "amount": 850 }, "craftReq": "You know the language or languages the choker grants.", "entries": [ @@ -4365,11 +4083,9 @@ ], "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "usage": "worn circlet", - "bulk": "\u2014", "category": "Apex", "entries": [ "This elegant silver band often resembles curling fig leaves and fits around your brow. You gain a +2 item bonus to {@skill Deception} and {@skill Diplomacy} checks.", @@ -4388,14 +4104,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cast a 4th-level {@spell charm} spell (DC 38)." ] } - ], - "generic": false + ] }, { "name": "Clandestine Cloak", @@ -4429,8 +4142,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You pull the cloak's hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first." ] @@ -4443,8 +4154,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [] }, @@ -4453,8 +4163,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ "The item bonus is +2, and when you activate the cloak, you gain the benefits of 5th-level {@spell nondetection} for 8 hours." @@ -4475,8 +4184,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "ammunition": [ "bolt" @@ -4484,8 +4192,7 @@ "category": "Ammunition", "entries": [ "The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an {@action Interact} action and a successful DC 20 {@skill Athletics} check." - ], - "generic": false + ] }, { "name": "Climbing Kit", @@ -4495,12 +4202,11 @@ "type": "Item", "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": 1, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're {@action Climb||Climbing}, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC {@flatDC 5} flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a {@action Climb} action." ], @@ -4511,8 +4217,7 @@ "name": "Climbing Kit", "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [] }, @@ -4522,8 +4227,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "entries": [ "You gain a +1 item bonus to {@skill Athletics} checks to {@action Climb} while using an extreme climbing kit." @@ -4561,8 +4265,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day." ] @@ -4575,8 +4277,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "entries": [] }, @@ -4585,8 +4286,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1750, - "note": null + "amount": 1750 }, "entries": [ "The cloak grants a +2 item bonus, and the effects of 4th-level {@spell invisibility}. If you're also wearing boots of elvenkind, the greater cloak of elvenkind allows you to {@action Sneak} in forest environments even when creatures are currently observing you." @@ -4625,8 +4325,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level {@spell pest form} spell on you." ] @@ -4639,8 +4337,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 950, - "note": null + "amount": 950 }, "entries": [] }, @@ -4649,8 +4346,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 13000, - "note": null + "amount": 13000 }, "entries": [ "The item bonus is +3, and you can activate the cloak any number of times per day." @@ -4664,7 +4360,7 @@ "page": 288, "equipment": true, "type": "Item", - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. Explorer's clothing is sturdy enough that it can be reinforced to protect you, even though it isn't a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk's garments, or wizard's robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer's clothing, see pages 275\u2013276. Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns. You can wear only one tool set of light Bulk with fine clothing, instead of the normal limit of 2 Bulk. You gain a +1 item bonus to checks to Make an Impression on upper-class folk while wearing high-fashion fine clothing. Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold. " ] @@ -4689,10 +4385,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -4707,8 +4402,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The bonus is +1, and the duration is 1 minute." @@ -4724,8 +4418,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The bonus is +2, and the duration is 10 minutes." @@ -4741,8 +4434,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation." @@ -4758,8 +4450,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation." @@ -4916,8 +4607,7 @@ "type": "cold iron chunk", "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "bulk": "L", "entries": [] @@ -4926,10 +4616,9 @@ "type": "cold iron ingot", "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -4983,8 +4672,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 140, - "note": null + "amount": 140 }, "craftReq": "The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk.", "entries": [] @@ -5033,10 +4721,9 @@ "level": 2, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, - "shieldStats": { + "shieldData": { "hardness": 3, "hp": 12, "bt": 6 @@ -5050,10 +4737,9 @@ "level": 2, "price": { "coin": "gp", - "amount": 34, - "note": null + "amount": 34 }, - "shieldStats": { + "shieldData": { "hardness": 5, "hp": 20, "bt": 10 @@ -5068,8 +4754,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "bulk": "L", "craftReq": "cold iron worth at least 375 sp The shield has Hardness 5, HP 20, and BT 10.", @@ -5080,10 +4765,9 @@ "level": 7, "price": { "coin": "gp", - "amount": 340, - "note": null + "amount": 340 }, - "bulk": "1", + "bulk": 1, "craftReq": "cold iron worth at least 425 sp The shield has Hardness 7, HP 28, and BT 14.", "entries": [] }, @@ -5093,8 +4777,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, "bulk": "L", "craftReq": "cold iron worth at least 2,500 gp The shield has Hardness 8, HP 32, and BT 16.", @@ -5105,10 +4788,9 @@ "level": 15, "price": { "coin": "gp", - "amount": 5500, - "note": null + "amount": 5500 }, - "bulk": "1", + "bulk": 1, "craftReq": "cold iron worth at least 2,750 gp The shield has Hardness 10, HP 40, and BT 20.", "entries": [] } @@ -5133,8 +4815,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "craftReq": "at least 20 sp of cold iron + 2 sp per Bulk.", "entries": [] @@ -5155,8 +4836,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 9000, - "note": null + "amount": 9000 }, "craftReq": "at least 4,500 gp of cold iron + 450 gp per Bulk.", "entries": [] @@ -5177,11 +4857,10 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "usage": "worn collar (companion) and worn bracelet (you)", - "bulk": "1", + "bulk": 1, "category": "Companion", "entries": [ "This ornate collar of intertwined leather strips of contrasting colors is paired with a bracelet of a similar construction.", @@ -5196,16 +4875,12 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You perceive through your animal companion's senses instead of your own. You can Sustain the Activation. You are unaware of your own surroundings for as long as you are using your animal companion's senses.", "In addition to the obvious use when you are separated from your companion, this ability might allow you to notice sounds, scents, and other stimuli that your companion's senses register but yours alone don't." ] } - ], - "generic": false + ] }, { "name": "Collar of Inconspicuousness", @@ -5221,11 +4896,10 @@ ], "price": { "coin": "gp", - "amount": 475, - "note": null + "amount": 475 }, "usage": "worn collar", - "bulk": "1", + "bulk": 1, "category": "Companion", "entries": [ "This leather collar's worn and almost threadbare look belies its magical nature. When your companion wears and invests the collar, it gains the ability to change its appearance from that of a ferocious animal into a more inconspicuous form.", @@ -5239,15 +4913,11 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house cat instead of a tiger, or a puppy instead of a wolf). This has the effects of pest form (2nd level, or 4th level if your companion can fly). The effect lasts until you {@action Dismiss} it." ] } - ], - "generic": false + ] }, { "name": "Compass", @@ -5257,12 +4927,10 @@ "type": "Item", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, - "bulk": null, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A compass helps you {@action Sense Direction} or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a \u20132 item penalty to these checks (similar to using a shoddy item)." ], @@ -5273,8 +4941,7 @@ "name": "Compass", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "entries": [] }, @@ -5284,8 +4951,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "entries": [ "A lensatic compass gives you a +1 item bonus to these checks." @@ -5312,10 +4978,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -5328,8 +4993,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "entries": [ "The duration is 1 minute." @@ -5345,8 +5009,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 54, - "note": null + "amount": 54 }, "entries": [ "The duration is 10 minutes." @@ -5374,12 +5037,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": 2, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [] }, { @@ -5409,8 +5071,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -5419,8 +5080,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [ "The acid damage dealt by this weapon ignores the target's acid resistance. Increase the acid damage dealt to armor or a shield on a critical hit to {@dice 6d6}." @@ -5440,7 +5100,6 @@ "Magical" ], "usage": "worn cloak", - "bulk": "\u2014", "category": "Worn", "entries": [ "This dusty coat is made of mangy brown-and-gray coyote fur.", @@ -5453,8 +5112,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -5463,8 +5121,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "The cloak grants a +2 item bonus, and if you critically succeed at a {@skill Survival} check to {@action Subsist}, you can feed four times as many additional creatures." @@ -5484,7 +5141,6 @@ "Transmutation" ], "usage": "worn eyepiece", - "bulk": "\u2014", "category": "Worn", "entries": [ "This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with {@condition helpful} labels on the component parts. While worn, this eyepiece gives you a +1 item bonus to {@skill Crafting} checks. When you {@action Repair} an item, increase the Hit Points restored by 15 per proficiency rank instead of 10." @@ -5496,8 +5152,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -5506,8 +5161,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "entries": [ "The eyepiece grants a +2 item bonus and can be activated.", @@ -5524,12 +5178,11 @@ "type": "Item", "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "When {@action Force Open||Forcing Open} an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a \u20132 item penalty to the {@skill Athletics} check to {@action Force Open}." ], @@ -5540,8 +5193,7 @@ "name": "Crowbar", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "entries": [] }, @@ -5551,8 +5203,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "entries": [ "A levered crowbar grants you a +1 item bonus to {@skill Athletics} checks to {@action Force Open} anything that can be pried open." @@ -5574,27 +5225,25 @@ ], "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are trained in {@skill Medicine}.", - "frequency": null, "trigger": "You critically fail to Administer" }, "category": "Talisman", "entries": [ "When you activate this alabaster pendant, your critical failure becomes a normal failure instead." - ], - "generic": false + ] }, { "name": "Crystal Ball", @@ -5627,9 +5276,6 @@ "envision", "Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The crystal ball casts clairvoyance to your specifications." ] @@ -5651,8 +5297,6 @@ "unit": "day", "freq": 2 }, - "trigger": null, - "requirements": null, "entries": [ "The crystal ball casts a DC 33 {@spell scrying} spell to your specifications." ] @@ -5665,8 +5309,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 3800, - "note": null + "amount": 3800 }, "entries": [] }, @@ -5675,8 +5318,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 7000, - "note": null + "amount": 7000 }, "entries": [ "Scrying is DC 36 and gives you the benefits of see invisibility on the target." @@ -5687,8 +5329,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 7500, - "note": null + "amount": 7500 }, "entries": [ "Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC." @@ -5699,8 +5340,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 12500, - "note": null + "amount": 12500 }, "entries": [ "Scrying is DC 39 and gives you the benefits of telepathy for communicating with the target." @@ -5711,8 +5351,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 32000, - "note": null + "amount": 32000 }, "entries": [ "Scrying is DC 41 and gives you the benefits of true seeing for anything you watch through it." @@ -5734,8 +5373,7 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "held in 2 hands", "bulk": "L", @@ -5744,21 +5382,18 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This thick substance is distilled from the mind-robbing cytillesh fungus, though it lacks memory-altering capabilities.", { "type": "affliction", - "name": null, "traits": [], "DC": 19, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -5778,8 +5413,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Dagger of Venom", @@ -5794,8 +5428,7 @@ ], "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "usage": "held in 1 hand", "bulk": "L", @@ -5817,8 +5450,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You poison the creature you hit with dagger venom." ] @@ -5831,7 +5462,6 @@ ], "DC": 21, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -5841,8 +5471,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Dancing", @@ -5857,8 +5486,7 @@ ], "price": { "coin": "gp", - "amount": 2700, - "note": null + "amount": 2700 }, "usage": "etched onto a melee weapon", "category": "Rune", @@ -5878,9 +5506,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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.", "The weapon has a space of 5 feet, but it doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't move through an enemy's space. The weapon can't use reactions, and its {@action Fly} actions don't trigger reactions.", @@ -5889,8 +5514,7 @@ "Each round, when the weapon is finished using its actions, attempt a DC {@flatDC 6} flat check. On a failure, the activation ends and the weapon falls to the ground. You can't activate the item again for 10 minutes." ] } - ], - "generic": false + ] }, { "name": "Dancing Scarf", @@ -5905,7 +5529,6 @@ "Visual" ], "usage": "worn belt", - "bulk": "\u2014", "category": "Worn", "entries": [ "This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to {@skill Performance} checks to dance.", @@ -5919,8 +5542,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "On your most recent action, you succeeded at a {@skill Performance} check to dance", "entries": [ "You become {@condition concealed} until the beginning of your next turn." @@ -5934,8 +5555,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -5944,8 +5564,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "The scarf grants a +2 bonus. When you activate the scarf, you can also {@action Stride} up to half your Speed or {@action Step}." @@ -5978,8 +5597,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [] }, @@ -5988,8 +5606,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 14000, - "note": null + "amount": 14000 }, "entries": [ "The bonus to {@skill Acrobatics} checks is +3, and the bonus to {@action Tumble Through} is +2. The boots can be activated.", @@ -6016,10 +5633,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -6032,8 +5648,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "entries": [ "The duration is 10 minutes." @@ -6049,8 +5664,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 11, - "note": null + "amount": 11 }, "entries": [ "The duration is 1 hour." @@ -6066,8 +5680,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "entries": [ "The duration is 24 hours." @@ -6205,8 +5818,7 @@ "type": "darkwood branch", "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "bulk": "L", "entries": [] @@ -6215,10 +5827,9 @@ "type": "darkwood lumber", "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -6307,8 +5918,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "bulk": "L", "craftReq": "darkwood worth at least 50 gp The shield has Hardness 3, HP 12, and BT 6.", @@ -6319,8 +5929,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 440, - "note": null + "amount": 440 }, "bulk": "L", "craftReq": "darkwood worth at least 55 gp The shield has Hardness 5, HP 20, and BT 10.", @@ -6329,7 +5938,7 @@ { "type": "standard-grade darkwood tower shield", "level": 8, - "shieldStats": { + "shieldData": { "hardness": 5, "hp": 20, "bt": 10 @@ -6344,8 +5953,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, "bulk": "L", "craftReq": "darkwood worth at least 4,000 gp The shield has Hardness 6, HP 24, and BT 12.", @@ -6356,8 +5964,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 8800, - "note": null + "amount": 8800 }, "bulk": "L", "craftReq": "darkwood worth at least 4,400 gp The shield has Hardness 8, HP 32, and BT 16.", @@ -6368,8 +5975,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 11200, - "note": null + "amount": 11200 }, "bulk": "3", "craftReq": "darkwood worth at least 5,600 gp The shield has Hardness 8, HP 32, and BT 16.", @@ -6432,27 +6038,24 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You deal damage to a {@condition flat-footed} creature with the affixed weapon." }, "category": "Talisman", "entries": [ "This knot of copper wire reshapes itself in a new pattern every time its affixed weapon deals damage. When you activate the coil, the damaged creature must succeed at a DC 31 Will save or be {@condition stunned 1}. If it critically fails, it instead becomes {@condition stunned 2}." - ], - "generic": false + ] }, { "name": "Deathcap Powder", @@ -6468,8 +6071,7 @@ ], "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "usage": "held in 1 hand", "bulk": "L", @@ -6478,17 +6080,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects.", { "type": "affliction", - "name": null, "traits": [], "DC": 33, "savingThrow": "Fortitude", @@ -6512,8 +6112,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Decanter of Endless Water", @@ -6528,8 +6127,7 @@ ], "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "usage": "held in 2 hands", "bulk": "L", @@ -6548,9 +6146,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Speaking \"stream,\" you cause water to pour out at a rate of 1 gallon per round." ] @@ -6566,9 +6161,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Speaking \"fountain,\" you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round." ] @@ -6584,15 +6176,11 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] } - ], - "generic": false + ] }, { "name": "Demon Armor", @@ -6608,8 +6196,7 @@ ], "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "usage": "worn armor", "bulk": "4", @@ -6632,15 +6219,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell dimension door}." ] } ], - "craftReq": "You are evil; supply one casting of dimension door.", - "generic": false + "craftReq": "You are evil; supply one casting of dimension door." }, { "name": "Demon Mask", @@ -6672,8 +6256,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The mask casts a {@spell fear} spell with a DC of 20." ] @@ -6686,8 +6268,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 85, - "note": null + "amount": 85 }, "entries": [] }, @@ -6696,8 +6277,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ "The mask grants a +2 item bonus. It casts 3rd-level {@spell fear} with a DC of 29." @@ -6719,8 +6299,7 @@ ], "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "usage": "worn circlet", "bulk": "L", @@ -6741,14 +6320,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You gain the effects of hypercognition." ] } - ], - "generic": false + ] }, { "name": "Diplomat's Badge", @@ -6763,11 +6339,9 @@ ], "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to {@skill Diplomacy} checks.", @@ -6785,14 +6359,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Attempt a DC 20 check to {@action Recall Knowledge} about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for {@skill Diplomacy} checks with creatures of that group for the rest of the day." ] } - ], - "generic": false + ] }, { "name": "Disguise Kit", @@ -6802,12 +6373,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to {@action Impersonate} someone using the {@skill Deception} skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with {@item replacement cosmetics} suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it. " ], @@ -6818,8 +6388,7 @@ "name": "Disguise Kit", "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "entries": [] }, @@ -6829,8 +6398,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "entries": [ "An elite disguise kit adds a +1 item bonus to relevant checks." @@ -6852,18 +6420,16 @@ ], "price": { "coin": "gp", - "amount": 1300, - "note": null + "amount": 1300 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "bolt" @@ -6872,8 +6438,7 @@ "entries": [ "The shaft of this bolt is scorched and blackened, and handling it coats your fingers with a fine black powder. When an activated disintegration bolt hits a target, it is subject to a {@spell disintegrate} spell requiring a DC 34 Fortitude save. As with the spell, a critical hit on the attack roll causes the target's saving throw outcome to be one degree worse." ], - "craftReq": "Supply one casting of disintegrate.", - "generic": false + "craftReq": "Supply one casting of disintegrate." }, { "name": "Dispelling Sliver", @@ -6889,28 +6454,26 @@ ], "price": { "coin": "gp", - "amount": 2400, - "note": null + "amount": 2400 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You're a master with the affixed weapon.", - "frequency": null, "trigger": "Your {@action Strike} damages a target" }, "category": "Talisman", "entries": [ "Made from a treated sliver of cold iron, this talisman allows you to counteract {@trait magical} effects. When you activate the dispelling sliver, it attempts to counteract a single spell active on the target, with the effects of an 8th-level {@spell dispel magic} spell (counteract modifier +29).", "If you activate the talisman on a successful Dispelling Slice, the talisman attempts to counteract all spells active on the target." - ], - "generic": false + ] }, { "name": "Disrupting", @@ -6937,8 +6500,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "entries": [] }, @@ -6950,8 +6512,7 @@ ], "price": { "coin": "gp", - "amount": 4300, - "note": null + "amount": 4300 }, "entries": [ "Increase the extra damage to {@dice 2d6}. On a critical hit, instead of being {@condition enfeebled 1}, the undead creature must attempt a DC 34 Fortitude save with the following effects. This is an {@trait incapacitation} effect.", @@ -6980,7 +6541,6 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.", @@ -6993,8 +6553,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [] }, @@ -7003,8 +6562,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1300, - "note": null + "amount": 1300 }, "entries": [ "The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron-ringed hand meets all the prerequisites for a given rune and is not a specific weapon. The weapon in the iron-ringed hand gains the benefits of those runes. All its own runes are suppressed.", @@ -7027,8 +6585,7 @@ ], "price": { "coin": "gp", - "amount": 925, - "note": null + "amount": 925 }, "usage": "held in 2 hands", "bulk": "L", @@ -7037,17 +6594,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "A mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within.", { "type": "affliction", - "name": null, "traits": [], "DC": 37, "savingThrow": "Fortitude", @@ -7071,8 +6626,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Dragon Turtle Scale", @@ -7088,26 +6642,23 @@ ], "price": { "coin": "gp", - "amount": 13, - "note": null + "amount": 13 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "envision", - "requirements": "You're an expert in {@skill Athletics}.", - "frequency": null, - "trigger": null + "components": [ + "envision" + ], + "requirements": "You're an expert in {@skill Athletics}." }, "category": "Talisman", "entries": [ "This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed." - ], - "generic": false + ] }, { "name": "Dragon's Breath Potion", @@ -7128,10 +6679,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -7148,8 +6698,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "entries": [] }, @@ -7158,8 +6707,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "entries": [ "The damage is {@dice 6d6} and the save DC is 29." @@ -7187,8 +6735,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "The damage is {@dice 10d6} and the save DC is 37." @@ -7428,8 +6975,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "bulk": "L", "craftReq": "dragonhide worth at least 50 gp The shield has Hardness 2, HP 8, and BT 4.", @@ -7440,10 +6986,9 @@ "level": 8, "price": { "coin": "gp", - "amount": 440, - "note": null + "amount": 440 }, - "bulk": "1", + "bulk": 1, "craftReq": "dragonhide worth at least 55 gp The shield has Hardness 4, HP 16, and BT 8.", "entries": [] }, @@ -7453,8 +6998,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, "bulk": "L", "craftReq": "dragonhide worth at least 4,000 gp The shield has Hardness 5, HP 20, and BT 10.", @@ -7465,10 +7009,9 @@ "level": 16, "price": { "coin": "gp", - "amount": 8800, - "note": null + "amount": 8800 }, - "bulk": "1", + "bulk": 1, "craftReq": "dragonhide worth at least 4,400 gp The shield has Hardness 7, HP 28, and BT 14.", "entries": [] } @@ -7488,8 +7031,7 @@ ], "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "usage": "worn armor", "bulk": "4", @@ -7510,14 +7052,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You unleash a bout of dragon breath with a shape, damage type, and saving throw corresponding to the type of dragon used to make the armor (shown on the table below). The breath weapon deals {@dice 14d6} damage; each creature in the area must attempt a DC 36 basic saving throw." ] } - ], - "generic": false + ] }, { "name": "Dragonslayer's Shield", @@ -7532,19 +7071,17 @@ ], "price": { "coin": "gp", - "amount": 670, - "note": null + "amount": 670 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Shield", "group": "Shield", "entries": [ "A dragonslayer's shield is a steel shield covered with dragonhide from a certain type of dragon, which distinguishes each shield from the others. While raised, this steel shield (Hardness 8, HP 32, BT 16) grants its circumstance bonus to Reflex saves against area effects (as well as to AC, as normal)", "While you hold the shield, it also grants you a +2 circumstance bonus to Will saves against a dragon's frightful presence ability. The shield has resistance 10 against the damage type corresponding to the type of dragon whose hide was used in its creation (see dragonhide on page 579); this applies after reducing the damage for Hardness, so when you use {@feat Shield Block}, the dragonslayer's shield takes 18 less damage from attacks of that damage type. You can use {@feat Shield Block} against attacks that deal damage of that type." ], - "craftReq": "The initial raw materials must include at least 30 gp of dragonhide.", - "generic": false + "craftReq": "The initial raw materials must include at least 30 gp of dragonhide." }, { "name": "Dread Blindfold", @@ -7562,11 +7099,9 @@ ], "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "usage": "worn eyepiece", - "bulk": "\u2014", "category": "Worn", "entries": [ "When tied over your eyes, this ragged strip of black linen gives you a +3 item bonus to {@skill Intimidation} checks and {@ability darkvision}. You can see through the blindfold, but only using {@ability darkvision}.", @@ -7587,13 +7122,11 @@ "freq": 1 }, "trigger": "You damage a creature with a {@action Strike}", - "requirements": null, "entries": [ "Your target is gripped by intense fear. This has the effect of a DC 37 {@spell phantasmal killer} spell, but it is an enchantment instead of an illusion. The creature is then temporarily immune for 24 hours." ] } - ], - "generic": false + ] }, { "name": "Druid's Vestments", @@ -7609,8 +7142,7 @@ ], "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "usage": "worn garment", "bulk": "L", @@ -7632,15 +7164,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost." ] } ], - "craftReq": "You are a druid.", - "generic": false + "craftReq": "You are a druid." }, { "name": "Dust of Appearance", @@ -7655,26 +7184,22 @@ ], "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "usage": "held in 1 hand", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "Stored in a small reed, this powder looks like a fine metallic dust. When you fling it in the air, it coats all creatures in a 10-foot burst centered on a point within 5 feet of you. For 1 minute, the coated creatures can't be {@condition concealed} or {@condition invisible}, nor can they benefit from mirror image or similar abilities that create illusory duplicates. Any illusions in the area of 3rd level or lower are revealed as such, although this does not end their effect." - ], - "generic": false + ] }, { "name": "Dust of Disappearance", @@ -7689,27 +7214,23 @@ ], "price": { "coin": "gp", - "amount": 135, - "note": null + "amount": 135 }, "usage": "held in 1 hand", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "This powder shimmers like a thousand tiny motes of light.", "Activating the dust by sprinkling it on yourself or a creature within reach casts a 4th-level {@spell invisibility} spell with a duration of 1 minute on that creature. This invisibility can't be negated or seen through by any spell of 3rd level or lower or any item of 5th level or lower." - ], - "generic": false + ] }, { "name": "Dwarven Thrower", @@ -7723,16 +7244,14 @@ ], "price": { "coin": "gp", - "amount": 2750, - "note": null + "amount": 2750 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Weapon", "entries": [ "This +2 striking warhammer is inlaid with precious metals and decorated with geometric patterns in a dwarven style. If you're a dwarf, a dwarven thrower functions for you as a +2 greater striking returning warhammer with the thrown 30 feet trait, and your attacks with the hammer deal {@damage 1d8} additional damage against giants." - ], - "generic": false + ] }, { "name": "Eagle-eye Elixir", @@ -7752,10 +7271,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -7768,8 +7286,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "_mod": { "entries": { @@ -7785,8 +7302,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 27, - "note": null + "amount": 27 }, "_mod": { "entries": { @@ -7802,8 +7318,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "_mod": { "entries": { @@ -7819,8 +7334,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "_mod": { "entries": { @@ -7855,26 +7369,23 @@ ], "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": "You're an expert in {@skill Acrobatics}.", - "frequency": null, - "trigger": null + "components": [ + "Interact" + ], + "requirements": "You're an expert in {@skill Acrobatics}." }, "category": "Talisman", "entries": [ "Light spring water fizzes and bubbles within this small glass globe, spilling onto the affixed armor when activated. Until the end of your turn, the armor lets you move across water and other liquids as if they were solid ground. If you {@action Stride} or {@action Step} over a weight-sensitive pressure plate, you don't cause the plate to depress, which prevents you from triggering any device or hazard attached to the pressure plate. When the ampoule's effect ends, you sink, fall, break through flimsy ground, or land on pressure plates as normal for your current location." - ], - "generic": false + ] }, { "name": "Electric Eelskin", @@ -7889,11 +7400,10 @@ ], "price": { "coin": "gp", - "amount": 950, - "note": null + "amount": 950 }, "usage": "worn armor", - "bulk": "1", + "bulk": 1, "category": "Armor", "entries": [ "Shining, slippery eelskin covers the plates of this +1 resilient greater slick leather armor. The armor gives you the ability to breathe water and grants you a +2 item bonus to {@skill Athletics} checks to {@action Swim} and {@skill Stealth} checks you attempt in the water.", @@ -7912,15 +7422,12 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cast a 2nd-level {@spell shocking grasp} with a DC of 29." ] } ], - "craftReq": "Supply one casting of shocking grasp.", - "generic": false + "craftReq": "Supply one casting of shocking grasp." }, { "name": "Elemental Gem", @@ -7935,27 +7442,21 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "held in 1 hand", - "bulk": "\u2014", "activate": { "activity": { "number": 2, "unit": "action" }, - "components": "command, Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": "command, Interact" }, "category": "Consumable", "entries": [ "You shout the name of an elemental lord and dash this glassy gem against a hard surface to activate it. It cracks open, casting a 5th-level {@spell summon elemental} spell to summon forth an elemental you control as long as you spend an action each round to Sustain the Activation.", "This gem comes in four varieties: transparent for a living whirlwind, light brown for a living landslide, reddish orange for a living wildfire, and blue-green for a living waterfall." - ], - "generic": false + ] }, { "name": "Elixir of Life", @@ -7976,10 +7477,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -7992,8 +7492,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The elixir restores {@dice 1d6} Hit Points, and the bonus is +1." @@ -8009,8 +7508,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "entries": [ "The elixir restores {@dice 3d6+6} Hit Points and the bonus is +1." @@ -8026,8 +7524,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "entries": [ "The elixir restores {@dice 5d6+12} Hit Points, and the bonus is +2." @@ -8043,8 +7540,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "entries": [ "The elixir restores {@dice 7d6+18} Hit Points, and the bonus is +2." @@ -8060,8 +7556,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 1300, - "note": null + "amount": 1300 }, "entries": [ "The elixir restores {@dice 8d6+21} Hit Points, and the bonus is +3." @@ -8077,8 +7572,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "The elixir restores {@dice 10d6+27} Hit Points, and the bonus is +4." @@ -8111,7 +7605,6 @@ "Elixir" ], "price": { - "amount": null, "coin": null }, "usage": "held in 1 hand", @@ -8121,18 +7614,16 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ "The elixir of rejuvenation restores a creature to full health and eradicates toxins affecting it. When you drink this elixir, you're restored to your maximum Hit Points, and all afflictions of 20th level or lower affecting you are removed.", "You can instead administer this elixir to a creature that has been dead for a week or less. When you do, that creature is instantly brought back to life with 1 Hit Point and no spell slots, Focus Points, or other daily resources." ], - "craftReq": "philosopher's stone, true elixir of life.", - "generic": false + "craftReq": "philosopher's stone, true elixir of life." }, { "name": "Elven Chain", @@ -8144,7 +7635,7 @@ "Uncommon" ], "usage": "worn armor", - "bulk": "1", + "bulk": 1, "category": "Armor", "entries": [ "Elven chain is a chain shirt made of {@item mithral} that glitters in even the faintest light. It grants a +2 item bonus to AC and has no check penalty.", @@ -8157,8 +7648,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "craftReq": "The initial raw materials must include mithral worth at least 3,125 sp.", "entries": [] @@ -8168,8 +7658,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 52000, - "note": null + "amount": 52000 }, "craftReq": "The initial raw materials must include mithral worth at least 26,000 gp.", "entries": [] @@ -8190,30 +7679,28 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are an expert in {@skill Athletics}.", - "frequency": null, "trigger": "You attempt a {@action High Jump} but haven't rolled yet" }, "category": "Talisman", "entries": [ "This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, if you succeed at the {@skill Athletics} check, you {@action Leap} up to 50 feet vertically and up to 10 feet horizontally. If you critically succeed, you can {@action Leap} up to 75 feet vertically and 20 feet horizontally. If you don't end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground." - ], - "generic": false + ] }, { - "name": "Energy-resistant", + "name": "Energy-Resistant", "source": "CRB", "page": 582, "type": "Rune", @@ -8239,8 +7726,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 420, - "note": null + "amount": 420 }, "entries": [] }, @@ -8249,8 +7735,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1650, - "note": null + "amount": 1650 }, "entries": [ "You gain resistance 10 to the specified damage type." @@ -8271,8 +7756,7 @@ ], "price": { "coin": "gp", - "amount": 13500, - "note": null + "amount": 13500 }, "usage": "etched onto armor", "category": "Rune", @@ -8295,15 +7779,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You gain the effects of an {@spell ethereal jaunt} spell. This doesn't require concentration and lasts for 10 minutes or until you choose to return to material form as a free action." ] } ], - "craftReq": "Supply a casting of 9th level {@spell ethereal jaunt}.", - "generic": false + "craftReq": "Supply a casting of 9th level {@spell ethereal jaunt}." }, { "name": "Everburning Torch", @@ -8318,8 +7799,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "usage": "held in 1 hand", "bulk": "L", @@ -8327,8 +7807,7 @@ "entries": [ "An everburning torch is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat.", "The flame can be covered or {@condition hidden}, but can't be smothered or quenched." - ], - "generic": false + ] }, { "name": "Explorer's Yurt", @@ -8343,8 +7822,7 @@ ], "price": { "coin": "gp", - "amount": 880, - "note": null + "amount": 880 }, "bulk": "1 (when not activated)", "category": "Structure", @@ -8365,16 +7843,13 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 {@item bedroll|crb|bedrolls}, various cooking utensils, and basic food and water.", "The yurt can house and feed you and up to nine other Medium creatures that eat roughly as much as a human does; they need not attempt a {@skill Survival} check to {@action Subsist} when you use the yurt. Fires and light inside the yurt do not extend illumination into the area surrounding the yurt, making it harder to spot from a distance.", "A large loop of red cloth hangs from one wall. If this loop is pulled, which takes an {@action Interact} action, the entire yurt immediately folds back up into its deactivated form, ready for further travel." ] } - ], - "generic": false + ] }, { "name": "Explosive Ammunition", @@ -8393,10 +7868,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "any" @@ -8412,8 +7886,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 130, - "note": null + "amount": 130 }, "entries": [] }, @@ -8422,8 +7895,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 520, - "note": null + "amount": 520 }, "entries": [ "The damage is {@dice 10d6} and the save DC is 30." @@ -8456,10 +7928,9 @@ "type": "Item", "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "Using a {@item writing set}, you can draft correspondence and scribe scrolls. If you've written a large amount, you can refill your kit with extra ink and paper." ] @@ -8478,27 +7949,25 @@ ], "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are a master in {@skill Perception}.", - "frequency": null, "trigger": "You are about to roll {@skill Perception} for initiative but haven't rolled yet" }, "category": "Talisman", "entries": [ "This round piece of cymophane's silky inclusion makes it look like a cat's eye. While affixed, it makes you jittery. When you activate it, roll {@skill Perception} twice and use the higher result." - ], - "generic": false + ] }, { "name": "Eye of Fortune", @@ -8513,11 +7982,9 @@ ], "price": { "coin": "gp", - "amount": 2700, - "note": null + "amount": 2700 }, "usage": "worn eyepiece", - "bulk": "\u2014", "category": "Worn", "entries": [ "Adherents of Erastil, god of the hunt, create these magical eye patches. An eye of fortune has a jeweled eye symbol on its front, allowing you to magically see through the eye patch as though it were transparent.", @@ -8532,15 +7999,12 @@ "components": [ "envision (fortune)" ], - "frequency": null, "trigger": "You attack a {@condition concealed} or {@condition hidden} creature and haven't attempted the flat check yet", - "requirements": null, "entries": [ "You can roll the flat check for the {@condition concealed} or {@condition hidden} condition twice and use the higher result." ] } - ], - "generic": false + ] }, { "name": "Eyes of the Eagle", @@ -8555,16 +8019,13 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "worn eyepiece", - "bulk": "\u2014", "category": "Worn", "entries": [ "These lenses of amber crystal fit over your eyes. They grant you {@ability low-light vision} and a +2 item bonus to {@skill Perception} checks that involve sight." - ], - "generic": false + ] }, { "name": "Fade Band", @@ -8580,27 +8041,25 @@ ], "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are a master in {@skill Stealth}.", - "frequency": null, "trigger": "An attack misses you" }, "category": "Talisman", "entries": [ "This thin, silvery wire wraps around your armor. When you activate the band, it casts a 2nd-level {@spell invisibility} spell on you." - ], - "generic": false + ] }, { "name": "Fear Gem", @@ -8618,27 +8077,21 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 2, "unit": "action" }, - "components": "Intimidating Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": "Intimidating Strike" }, "category": "Talisman", "entries": [ "Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an Intimidating {@action Strike}, as the fighter feat (page 146)", "If you have the Intimidating {@action Strike} feat, increase the {@condition frightened} condition value from this Intimidating {@action Strike} to {@condition frightened 2}, or {@condition frightened 3} on a critical hit." - ], - "generic": false + ] }, { "name": "Feather Step Stone", @@ -8654,20 +8107,18 @@ ], "price": { "coin": "gp", - "amount": 8, - "note": null + "amount": 8 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You {@action Stride} or {@action Step}" }, "category": "Talisman", @@ -8675,8 +8126,7 @@ "You are an expert in {@skill Acrobatics}.", "This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it.", "When you activate the stone, you ignore the effects of any {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain} you move through until the end of your turn." - ], - "generic": false + ] }, { "name": "Feather Token", @@ -8690,16 +8140,14 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -8712,8 +8160,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [ "This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40)." @@ -8724,8 +8171,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 8, - "note": null + "amount": 8 }, "entries": [ "When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient.", @@ -8737,8 +8183,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again\u2014this time into a key\u2014taking all of the stored items with it. You can activate this key by spending an {@action Interact} action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest." @@ -8749,8 +8194,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [ "Activating this feather requires you to fan it in a given direction.", @@ -8762,8 +8206,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "entries": [ "When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has {@dice 2d4} bright-red berries.", @@ -8776,8 +8219,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "When activated, this feather transforms permanently into a 20-foot-long wooden ladder." @@ -8788,8 +8230,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 76, - "note": null + "amount": 76 }, "entries": [ "This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day." @@ -8800,8 +8241,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 38, - "note": null + "amount": 38 }, "entries": [ "This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable." @@ -8812,8 +8252,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 130, - "note": null + "amount": 130 }, "entries": [ "This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing, at which point it vanishes.", @@ -8834,11 +8273,10 @@ ], "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "usage": "held in 1 or 2 hands", - "bulk": "1", + "bulk": 1, "category": "Weapon", "entries": [ "This +1 trident, usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries.", @@ -8852,15 +8290,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You extend or shorten the trident's haft. When extended, the trident requires two hands to wield and gains the {@trait reach} trait, but loses the trident's normal {@trait thrown} trait." ] } - ], - "generic": false + ] }, { "name": "Fishing Tackle", @@ -8870,12 +8304,11 @@ "type": "Item", "price": { "coin": "sp", - "amount": 8, - "note": null + "amount": 8 }, "bulk": 1, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net." ], @@ -8886,8 +8319,7 @@ "name": "Fishing Tackle", "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, "entries": [] }, @@ -8896,8 +8328,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "entries": [ "Professional fishing tackle grants a +1 item bonus to checks to fish." @@ -8919,26 +8350,23 @@ ], "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "envision", - "requirements": "You're an expert in Will saves.", - "frequency": null, - "trigger": null + "components": [ + "envision" + ], + "requirements": "You're an expert in Will saves." }, "category": "Talisman", "entries": [ "This piece of bronzite is shaped like an oval with points at both ends. It has a carved flame at its center and is traditionally worn over the heart. You can activate only one flame navette per day. When you activate the navette, you gain the benefit of the fighter's {@feat Determination} class feat, with a counteract modifier of +22. If you have the Determination feat, you can use your own modifier if it's better." - ], - "generic": false + ] }, { "name": "Flame Tongue", @@ -8952,7 +8380,7 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Weapon", "entries": [ "This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius.", @@ -8967,9 +8395,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] @@ -8982,8 +8407,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2800, - "note": null + "amount": 2800 }, "entries": [] }, @@ -8992,8 +8416,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 13800, - "note": null + "amount": 13800 }, "entries": [ "This is a +3 greater striking greater flaming longsword. When you activate the sword to cast {@spell produce flame}, the spell is 9th level.", @@ -9028,8 +8451,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -9038,8 +8460,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [ "Increase the {@condition persistent damage} on a critical hit to {@dice 2d10}. Fire damage dealt by this weapon (including the {@condition persistent damage||persistent fire damage}) ignores the target's fire resistance." @@ -9055,12 +8476,10 @@ "type": "Item", "price": { "coin": "cp", - "amount": 5, - "note": null + "amount": 5 }, - "bulk": null, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer. " ] @@ -9095,8 +8514,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as {@feat Shield Block} with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can {@action Interact} to grasp it, ending its floating effect early." ] @@ -9109,8 +8526,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1250, - "note": null + "amount": 1250 }, "entries": [] }, @@ -9119,8 +8535,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 9000, - "note": null + "amount": 9000 }, "entries": [ "You can activate the shield any number of times per day." @@ -9142,14 +8557,12 @@ ], "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "category": "Snare", "entries": [ "When a creature enters the square, a deadly flying wheel of spinning blades launches at it, making a {@action Strike} with an attack modifier of +33 and dealing {@damage 8d8} slashing damage. Once on each of your turns, you can use an {@action Interact} action within 120 feet of the wheel to cause it to {@action Fly} up to 60 feet toward the creature it's chasing and make another {@action Strike} if it's within 5 feet of its target after it moves. After 1 minute, the spinning ceases and the wheel falls to the ground. Creatures can destroy the wheel to stop it (AC 37, Fort +29, Ref +20, HP 200, Hardness 10, object immunities)." - ], - "generic": false + ] }, { "name": "Force Shield", @@ -9165,8 +8578,7 @@ ], "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "usage": "held in 1 hand", "bulk": "L", @@ -9188,14 +8600,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The bubble disappears if you cease holding the shield." ] } - ], - "generic": false + ] }, { "name": "Forge Warden", @@ -9210,11 +8619,10 @@ ], "price": { "coin": "gp", - "amount": 975, - "note": null + "amount": 975 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Shield", "group": "Shield", "entries": [ @@ -9231,15 +8639,12 @@ "components": [ "command (fire)" ], - "frequency": null, "trigger": "You use the forge warden to {@feat Shield Block} an adjacent creature's attack and the shield takes damage", - "requirements": null, "entries": [ "The attacking creature takes {@damage 2d6} fire damage." ] } - ], - "generic": false + ] }, { "name": "Formula Book (blank)", @@ -9249,12 +8654,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A formula book holds the formulas necessary to make items other than the common equipment from this chapter; {@class alchemist||alchemists} typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them. " ] @@ -9285,8 +8689,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [] }, @@ -9295,8 +8698,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [ "The flat check DC is 14." @@ -9330,8 +8732,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -9340,8 +8741,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [ "The save DC is 34. Cold damage dealt by this weapon ignores the target's cold resistance." @@ -9362,11 +8762,10 @@ ], "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Weapon", "entries": [ "The blade of this +2 greater striking greater frost greatsword appears to be nothing but icy shards. The frost brand automatically extinguishes non-magical fires in a 20-foot emanation. While wielding it, you gain fire resistance 5.", @@ -9381,15 +8780,11 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] } - ], - "generic": false + ] }, { "name": "Frost Vial", @@ -9411,10 +8806,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -9427,8 +8821,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "_mod": { "entries": { @@ -9444,8 +8837,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "_mod": { "entries": { @@ -9461,8 +8853,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "_mod": { "entries": { @@ -9478,8 +8869,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "_mod": { "entries": { @@ -9513,27 +8903,25 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "Interact", + "components": [ + "Interact" + ], "requirements": "You're a master in {@skill Intimidation}.", - "frequency": null, "trigger": "You attack an adjacent creature and haven't rolled your attack roll" }, "category": "Talisman", "entries": [ "This grisly molar hangs from a cord threaded through a tiny hole just above its dried, exposed root. When you activate this talisman, the creature you're attacking becomes {@condition flat-footed} until the end of the current turn." - ], - "generic": false + ] }, { "name": "Ghost Ammunition", @@ -9547,8 +8935,7 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "ammunition": [ "any" @@ -9558,8 +8945,7 @@ "Ghost ammunition is cool to the touch. This ammunition has the benefits of the ghost touch property rune and can fly through any obstacle except those that can block incorporeal creatures or effects. Though the ammunition penetrates barriers and ignores all cover, the target still benefits from the flat check from being {@condition concealed} or {@condition hidden}. You still can't target an {@condition undetected} creature without guessing.", "After it is launched, the ammunition vanishes into mist.", "However, in the dead of the night {@dice 1d4} days later, it reappears in the last quiver or other container it was taken from." - ], - "generic": false + ] }, { "name": "Ghost Dust", @@ -9575,27 +8961,25 @@ ], "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are legendary in {@skill Stealth}.", - "frequency": null, "trigger": "You use an action with the {@trait move} trait" }, "category": "Talisman", "entries": [ "This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-level {@spell invisibility} spell on you. This comes into effect before you move during the triggering action." - ], - "generic": false + ] }, { "name": "Ghost Touch", @@ -9609,8 +8993,7 @@ ], "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "usage": "etched onto a melee weapon", "category": "Rune", @@ -9619,8 +9002,7 @@ ], "entries": [ "The weapon can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific weakness to ghost touch weapons. Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects)." - ], - "generic": false + ] }, { "name": "Ghoul Hide", @@ -9636,17 +9018,15 @@ ], "price": { "coin": "gp", - "amount": 220, - "note": null + "amount": 220 }, "usage": "worn armor", - "bulk": "2", + "bulk": 2, "category": "Armor", "entries": [ "Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against disease and paralysis and makes you immune to the paralysis of ghouls. Ghoul hide with a resilient rune increases the resilient rune's item bonus to saving throws against disease and paralysis by 1 (maximum +4)", "Ghoul hide hisses with sibilant hatred at the touch of elves. When worn by a creature with the {@trait elf} trait, the armor gains the {@trait noisy} trait." - ], - "generic": false + ] }, { "name": "Giant Centipede Venom", @@ -9662,8 +9042,7 @@ ], "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "usage": "held in 2 hands", "bulk": "L", @@ -9672,21 +9051,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Giant centipede venom causes severe muscle stiffness.", { "type": "affliction", - "name": null, "traits": [], "DC": 17, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -9706,8 +9082,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Giant Scorpion Venom", @@ -9723,8 +9098,7 @@ ], "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "usage": "held in 2 hands", "bulk": "L", @@ -9733,21 +9107,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Scorpion venom is excruciating and its effects are somewhat debilitating.", { "type": "affliction", - "name": null, "traits": [], "DC": 22, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -9767,8 +9138,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Giant Wasp Venom", @@ -9784,8 +9154,7 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "held in 2 hands", "bulk": "L", @@ -9794,21 +9163,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Giant wasp venom interferes with a victim's movement.", { "type": "affliction", - "name": null, "traits": [], "DC": 25, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -9828,8 +9194,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Glamered", @@ -9843,8 +9208,7 @@ ], "price": { "coin": "gp", - "amount": 140, - "note": null + "amount": 140 }, "usage": "etched onto armor", "category": "Rune", @@ -9863,15 +9227,11 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor's statistics do not change. Only a creature that is benefiting from true seeing or a similar effect can attempt to {@quickref disbelieve this illusion|CRB|2|disbelieving illusions|0}, with a DC of 25." ] } - ], - "generic": false + ] }, { "name": "Gloom Blade", @@ -9885,8 +9245,7 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "held in 1 hand", "bulk": "L", @@ -9895,8 +9254,7 @@ "As black as coal, this blade grows more potent in darkness. While in bright light, it functions as a +1 shortsword and doesn't appear to radiate a magic aura to detect magic or similar spells unless the spells are 4th level or higher.", "In dim light or darkness, the gloom blade becomes a +2 striking shortsword. Whenever you use the gloom blade to attack a creature you're {@condition undetected} by, you deal {@dice 1d6} additional precision damage.", "To upgrade the gloom blade's fundamental runes, start with the base +1 shortsword, but if you improve it beyond a +2 striking shortsword, the runes apply in dim light or darkness as well." - ], - "generic": false + ] }, { "name": "Gloves of Storing", @@ -9913,11 +9271,9 @@ ], "price": { "coin": "gp", - "amount": 340, - "note": null + "amount": 340 }, "usage": "worn gloves", - "bulk": "\u2014", "category": "Worn", "entries": [ "An item can be stored inside these supple leather gloves, held in an extradimensional space. When an item is inside the glove, an image of the item appears as a simple, stitched pattern on the back of each glove.", @@ -9932,8 +9288,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "No item is stored in the gloves", "entries": [ "One item you're holding with a Bulk of 1 or less vanishes into the gloves' extradimensional space." @@ -9950,15 +9304,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "An item is stored in the gloves, and you have a free hand", "entries": [ "The item stored in the gloves appears in your hand. The gloves can't be activated again for 1 minute." ] } - ], - "generic": false + ] }, { "name": "Goggles of Night", @@ -9972,7 +9323,6 @@ "Transmutation" ], "usage": "worn eyepiece", - "bulk": "\u2014", "category": "Worn", "entries": [ "The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to {@skill Perception} checks involving sight.", @@ -9990,8 +9340,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Rotating the lenses 90 degrees, you gain {@ability darkvision} for 1 hour." ] @@ -10004,8 +9352,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "entries": [] }, @@ -10014,8 +9361,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1250, - "note": null + "amount": 1250 }, "entries": [ "The item bonus is +2, and the {@ability darkvision} lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first." @@ -10026,8 +9372,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 20000, - "note": null + "amount": 20000 }, "entries": [ "The item bonus is +3, and the goggles grant {@ability darkvision||greater darkvision}, which lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first." @@ -10048,8 +9393,7 @@ ], "price": { "coin": "gp", - "amount": 1250, - "note": null + "amount": 1250 }, "usage": "worn collar", "bulk": "L", @@ -10066,8 +9410,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, "requirements": "You're in a non-humanoid form via a {@trait polymorph} effect", "entries": [ "You unleash a bestial roar, attempting a single {@skill Intimidation} check compared to the Will DCs of all enemies within 30 feet to impose the effects below. Though this activation has the command component, you can issue this command without the need for language.", @@ -10081,8 +9423,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Grappling Hook", @@ -10092,12 +9433,11 @@ "type": "Item", "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up. " ] @@ -10117,8 +9457,7 @@ ], "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "category": "Snare", "entries": [ @@ -10132,8 +9471,7 @@ "Critical Failure": "The creature is {@condition immobilized} for 1 minute or until it {@action Escape||Escapes} (DC 26)." } } - ], - "generic": false + ] }, { "name": "Graveroot", @@ -10149,8 +9487,7 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "held in 2 hands", "bulk": "L", @@ -10159,21 +9496,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "The opaque white sap from the graveroot shrub clouds the mind.", { "type": "affliction", - "name": null, "traits": [], "DC": 19, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -10193,8 +9527,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Grievous", @@ -10208,8 +9541,7 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "etched onto a weapon", "category": "Rune", @@ -10254,27 +9586,25 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are an expert in {@skill Intimidation}.", - "frequency": null, "trigger": "You attempt an {@skill Intimidation} check to {@action Coerce} or {@action Demoralize}, but you haven't rolled yet" }, "category": "Talisman", "entries": [ "This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, select two targets and compare your {@skill Intimidation} check result to both of their DCs." - ], - "generic": false + ] }, { "name": "Hail of Arrows Snare", @@ -10290,14 +9620,12 @@ ], "price": { "coin": "gp", - "amount": 1500, - "note": null + "amount": 1500 }, "category": "Snare", "entries": [ "When a creature enters the snare's square, it releases hundreds upon hundreds of carefully prepared arrows, blanketing a 20-foot radius around the snare's square with massive arrow fire that deals {@damage 18d6} piercing damage. Creatures in the area must attempt a DC 37 basic Reflex saving throw." - ], - "generic": false + ] }, { "name": "Hammer", @@ -10307,12 +9635,11 @@ "type": "Item", "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [] }, { @@ -10329,14 +9656,12 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "category": "Snare", "entries": [ "You arrange brambles, wires, sticky goo, or other materials to interfere with a creature's movement. The square with this snare, as well as three adjacent squares (to form a 10-foot-by-10-foot area), become {@quickref difficult terrain||3|terrain} when the first creature enters the snare's square. The {@quickref difficult terrain||3|terrain} affects the creature's movement right away, including its movement into the triggering square, and it lasts for {@dice 1d4} rounds after the snare is triggered. A creature can use an {@action Interact} action to clear the {@quickref difficult terrain||3|terrain} out of a single square early." - ], - "generic": false + ] }, { "name": "Hand of the Mage", @@ -10351,8 +9676,7 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "worn", "bulk": "L", @@ -10370,15 +9694,11 @@ "command", "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell mage hand}." ] } - ], - "generic": false + ] }, { "name": "Handwraps of Mighty Blows", @@ -10392,7 +9712,6 @@ "Transmutation" ], "usage": "worn gloves", - "bulk": "\u2014", "category": "Worn", "entries": [ "As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally {@dice 2d4} instead of {@dice 1d4}, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)", @@ -10406,8 +9725,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 35, - "note": null + "amount": 35 }, "entries": [] }, @@ -10416,8 +9734,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "entries": [] }, @@ -10426,8 +9743,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [] }, @@ -10436,8 +9752,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [] }, @@ -10446,8 +9761,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "entries": [] }, @@ -10456,8 +9770,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "entries": [] } @@ -10475,7 +9788,6 @@ "Magical" ], "usage": "worn headwear", - "bulk": "\u2014", "category": "Worn", "entries": [ "This ordinary-looking hat allows you to cloak yourself in illusions.", @@ -10494,8 +9806,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The hat casts a 1st-level {@spell illusory disguise} spell on you.", "While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear." @@ -10509,8 +9819,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "entries": [] }, @@ -10519,8 +9828,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 340, - "note": null + "amount": 340 }, "entries": [ "You can activate the hat as a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd level." @@ -10540,7 +9848,6 @@ "Invested" ], "usage": "worn headwear", - "bulk": "\u2014", "category": "Worn", "entries": [ "This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to {@skill Arcana} checks and allows you to cast the {@spell prestidigitation} cantrip as an arcane innate spell." @@ -10552,8 +9859,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [] }, @@ -10562,8 +9868,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "This larger, fancier hat grants a +2 bonus and can be activated.", @@ -10586,11 +9891,9 @@ ], "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "usage": "worn circlet", - "bulk": "\u2014", "category": "Apex", "entries": [ "This simple cloth headband remains pristine and clean at all times, no matter the circumstances. When you invest the headband, you either increase your Wisdom score by 2 or increase it to 18, whichever would give you a higher score.", @@ -10608,8 +9911,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "When you are considering a course of action, you get a gut feeling about whether it's a good idea. You gain the effects of an {@spell augury} spell, except that you receive the result from your own instincts rather than an external source." ] @@ -10630,13 +9931,11 @@ "freq": 1 }, "trigger": "You fail a saving throw against an effect that makes you {@condition confused}, {@condition fascinated}, or {@condition stupefied}", - "requirements": null, "entries": [ "The headband of inspired wisdom clears your mind. You can reroll the saving throw and use the better result." ] } - ], - "generic": false + ] }, { "name": "Healer's Gloves", @@ -10668,8 +9967,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You can soothe a willing, living, adjacent creature, restoring {@dice 2d6+7} Hit Points to that creature. This is a {@trait positive} {@trait healing} effect. You can't harm undead with this healing." ] @@ -10682,8 +9979,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "entries": [] }, @@ -10692,8 +9988,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [ "The gloves provide a +2 bonus and restore {@dice 4d6+15} Hit Points." @@ -10709,12 +10004,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": 1, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This kit of bandages, herbs, and suturing tools is necessary for {@skill Medicine} checks to {@action Administer First Aid}, {@action Treat Disease}, {@action Treat Poison}, or {@action Treat Wounds}. If you wear your healer's tools, you can draw and replace them as part of the action that uses them. " ], @@ -10730,8 +10024,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [ "Expanded healer's tools provide a +1 item bonus to such checks." @@ -10759,10 +10052,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -10775,8 +10067,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The potion restores {@dice 1d8} Hit Points." @@ -10792,8 +10083,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The potion restores {@dice 2d8+5} Hit Points." @@ -10809,8 +10099,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [ "The potion restores {@dice 3d8+10} Hit Points." @@ -10826,8 +10115,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "entries": [ "The potion restores {@dice 6d8+20} Hit Points." @@ -10843,8 +10131,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, "entries": [ "The potion restores {@dice 8d8+30} Hit Points." @@ -10878,8 +10165,7 @@ ], "price": { "coin": "gp", - "amount": 2250, - "note": null + "amount": 2250 }, "usage": "held in 1 hand", "bulk": "L", @@ -10888,17 +10174,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Concentrated hemlock is a particularly deadly toxin that halts muscle action\u2014including that of the victim's heart.", { "type": "affliction", - "name": null, "traits": [], "DC": 40, "savingThrow": "Fortitude", @@ -10922,8 +10206,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Hobbling Snare", @@ -10940,8 +10223,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "category": "Snare", "entries": [ @@ -10955,8 +10237,7 @@ "Critical Failure": "As success, but the penalty is \u201320 feet." } } - ], - "generic": false + ] }, { "name": "Holly and Mistletoe", @@ -10965,12 +10246,10 @@ "equipment": true, "type": "Item", "price": { - "coin": null, - "amount": 0, - "note": null + "amount": 0 }, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells. A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature. " ] @@ -10988,8 +10267,7 @@ ], "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "usage": "etched onto a weapon without an unholy rune", "category": "Rune", @@ -11013,15 +10291,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You regain HP equal to double the evil creature's level. This is a {@trait good}, {@trait positive}, {@trait healing} effect." ] } ], - "craftReq": "You are good.", - "generic": false + "craftReq": "You are good." }, { "name": "Holy Avenger", @@ -11038,11 +10313,10 @@ ], "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Weapon", "entries": [ "The gleaming holy avenger is the iconic weapon of powerful paladins. The crossbar of this +2 greater striking holy cold iron longsword is styled to look like angel wings.", @@ -11058,9 +10332,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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.", "Paladin Wielder If you're a champion of the paladin cause, you also gain the following two benefits.", @@ -11087,15 +10358,13 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "You hit a creature using the holy avenger on your previous action", "entries": [ "You cast {@spell dispel magic} at the same level as your champion focus spells. It must target an illusion the creature you hit created, a spell affecting the creature you hit, or an item the creature you hit wears or carries. The spell or item you attempt to counteract must be within 120 feet of you." ] } ], - "craftReq": "You are a champion with the paladin cause; supply a casting of detect alignment and dispel magic. The initial raw materials must include 120 gp of cold iron.", - "generic": false + "craftReq": "You are a champion with the paladin cause; supply a casting of detect alignment and dispel magic. The initial raw materials must include 120 gp of cold iron." }, { "name": "Holy Prayer Beads", @@ -11111,7 +10380,6 @@ "Positive" ], "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity's religious symbol and iconography. The beads don't transform or function for an evil spellcaster.", @@ -11119,14 +10387,9 @@ { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "Cast {@spell bless} or heal, each once per day." ] @@ -11139,8 +10402,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [] }, @@ -11149,8 +10411,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "craftReq": "You have a spellcasting class feature with the divine tradition.", "entries": [ @@ -11174,8 +10435,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", @@ -11184,17 +10444,15 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Consumable", "entries": [ "This vial contains water blessed by a good deity. You activate a vial of holy water by throwing it as a {@action Strike}. It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the {@trait manipulate} trait to the attack made with it.", "Holy water deals {@damage 1d6} good damage and 1 good splash damage. It damages only fiends, undead, and creatures that have a weakness to good damage." - ], - "generic": false + ] }, { "name": "Horn of Blasting", @@ -11208,8 +10466,7 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "held in 1 hand", "bulk": "L", @@ -11230,8 +10487,6 @@ "unit": "round", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "When you activate the horn by blowing into it with destructive intent, you create a blast note targeting one creature within 30 feet. The blast deals {@damage 3d6} sonic damage. (DC 28 basic Fortitude save)." ] @@ -11250,8 +10505,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You can blow even louder to create an intense blast wave in a 30-foot cone that deals {@damage 8d6} sonic damage. Each creature attempts a DC 28 Fortitude save with the following effects.", { @@ -11264,8 +10517,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Horn of Fog", @@ -11280,11 +10532,10 @@ ], "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This large ram's horn perpetually glistens with tiny droplets of water, much like condensation.", @@ -11302,14 +10553,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You activate the horn by blowing deeply into it, causing it to issue forth a low blast and cast a 2nd-level {@spell obscuring mist} spell. You can {@action Dismiss} the mist at any time by blowing a second note on the horn using an {@action Interact} action." ] } - ], - "generic": false + ] }, { "name": "Horseshoes of Speed", @@ -11324,7 +10572,7 @@ "Transmutation" ], "usage": "worn horseshoes", - "bulk": "1", + "bulk": 1, "category": "Companion", "entries": [ "When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to {@skill Athletics} checks to {@action High Jump} and {@action Long Jump}. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically." @@ -11336,8 +10584,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 340, - "note": null + "amount": 340 }, "entries": [] }, @@ -11346,8 +10593,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4250, - "note": null + "amount": 4250 }, "entries": [ "The bonus to Speed is +10 feet, and the bonus to {@skill Athletics} checks is +3." @@ -11363,12 +10609,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [] }, { @@ -11385,27 +10630,25 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are trained in {@skill Survival}.", - "frequency": null, "trigger": "An {@condition undetected} enemy hits you with an attack" }, "category": "Talisman", "entries": [ "This talisman is a ring of dried, interwoven leaves. When you activate the hunter's bane, you sense the exact location of the attacker, making it {@condition hidden} from you instead of {@condition undetected}. If the attacker is behind lead, the hunter's bane fails and is wasted." - ], - "generic": false + ] }, { "name": "Hunting Spider Venom", @@ -11421,8 +10664,7 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "held in 2 hands", "bulk": "L", @@ -11431,21 +10673,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This venom erodes its target's defenses, aiding the spider in securing prey.", { "type": "affliction", - "name": null, "traits": [], "DC": 21, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -11465,8 +10704,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Immovable Rod", @@ -11480,11 +10718,10 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This flat iron bar is almost completely nondescript, except for one small button appearing on its surface.", @@ -11498,15 +10735,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You push the button to anchor the rod in place. It doesn't move, defying gravity if need be. If the button is pushed again, the rod deactivates, ending the anchoring magic. While anchored, the rod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses {@skill Athletics} to {@action Force Open} the rod with a DC of 40 (though most intelligent creatures can just push the button to release the rod)." ] } - ], - "generic": false + ] }, { "name": "Impenetrable Scale", @@ -11522,8 +10755,7 @@ ], "price": { "coin": "gp", - "amount": 12800, - "note": null + "amount": 12800 }, "usage": "worn armor", "bulk": "3", @@ -11532,8 +10764,7 @@ "Made of overlapping, lustrous black scales of standard-grade adamantine, this +2 greater resilient fortification adamantine scale mail seems to momentarily thicken at the point of impact when hit. Whenever the armor's fortification rune successfully turns a significant foe's critical hit into a normal hit, one of the scales on the armor turns violet. You gain resistance to physical damage equal to the number of violet scales, to a maximum of 8.", "At dawn each day, all the violet scales return to normal." ], - "craftReq": "The initial raw materials must include 1,600 gp of adamantine.", - "generic": false + "craftReq": "The initial raw materials must include 1,600 gp of adamantine." }, { "name": "Indestructible Shield", @@ -11548,18 +10779,16 @@ ], "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Shield", "group": "Shield", "entries": [ "An indestructible shield is a high-grade adamantine shield (Hardness 13, HP 90) that can withstand just about any damage. It can be damaged only by a {@spell disintegrate} spell (roll damage as if against a creature that failed its save) or by an artifact tied to destruction, such as a sphere of annihilation." ], - "craftReq": "The raw materials must include at least 4,400 gp of adamantine.", - "generic": false + "craftReq": "The raw materials must include at least 4,400 gp of adamantine." }, { "name": "Inexplicable Apparatus", @@ -11574,11 +10803,10 @@ ], "price": { "coin": "gp", - "amount": 19000, - "note": null + "amount": 19000 }, "usage": "worn garment", - "bulk": "2", + "bulk": 2, "category": "Worn", "entries": [ "This strange and intricate harness fits snugly to the torso.", @@ -11599,14 +10827,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You command the apparatus to magically jury-rig an item you hold or that's within 5 feet of you. The item is repaired, as a 3rd-level {@spell mending} spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you've Repaired it before then." ] } - ], - "generic": false + ] }, { "name": "Infiltrator's Elixir", @@ -11622,8 +10847,7 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "held in 1 hand", "bulk": "L", @@ -11632,18 +10856,16 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ "Favored by spies and tricksters, an infiltrator's elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of your size, but different enough so you might be unrecognizable. If you aren't a humanoid, you might take on a form more similar to your own, at the GM's discretion.", "The creator of the elixir decides the basics of the appearance you transform into when you imbibe the elixir, including eye color, skin tone, and hair color. The elixir can't change your form into that of a specific person. After the form takes hold, you retain it for the next 10 minutes.", "Drinking this elixir counts as setting up a disguise to {@action Impersonate}. You gain a +4 status bonus to your {@skill Deception} DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained." - ], - "generic": false + ] }, { "name": "Instant Evisceration Snare", @@ -11659,14 +10881,12 @@ ], "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "category": "Snare", "entries": [ "When a creature enters the snare's square, the snare releases an unbelievable arsenal of blades, dealing {@damage 24d8} piercing damage (DC 45 basic Reflex)." - ], - "generic": false + ] }, { "name": "Instant Fortress", @@ -11682,8 +10902,7 @@ ], "price": { "coin": "gp", - "amount": 9300, - "note": null + "amount": 9300 }, "bulk": "L (when not activated)", "category": "Structure", @@ -11700,9 +10919,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You toss the cube on the ground, and it immediately unfolds into an adamantine fortress.", "The fortress is 20 feet square and 30 feet high, with adamantine stairs leading up to three sets of battlements at heights of 10 feet and 20 feet and at the top. Arrow slits along the lower battlements and crenelations at the top provide standard cover to anyone within the fortress. There's no roof, leaving an open, 10-foot-square vertical shaft through the center of the structure.", @@ -11713,8 +10929,7 @@ "If the fortress becomes damaged, it can be repaired only with a {@spell remake} spell or by someone who is legendary at {@skill Crafting}." ] } - ], - "generic": false + ] }, { "name": "Invisibility", @@ -11747,8 +10962,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Whispering the command word, you become {@condition invisible} for 1 minute, gaining the effects of a 2nd-level {@spell invisibility} spell." ] @@ -11761,8 +10974,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -11771,8 +10983,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "craftReq": "Supply one casting of invisibility.", "entries": [ @@ -11796,8 +11007,7 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "held in 1 hand", "bulk": "L", @@ -11806,16 +11016,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "An invisibility potion is colorless and oddly lightweight. Upon drinking it, you gain the effects of a 2nd-level {@spell invisibility} spell." - ], - "generic": false + ] }, { "name": "Iron Cube", @@ -11831,27 +11039,24 @@ ], "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 2, "unit": "action" }, - "components": "Knockdown", - "requirements": "You are an expert with the affixed weapon.", - "frequency": null, - "trigger": null + "components": [ + "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." - ], - "generic": false + ] }, { "name": "Iron Cudgel", @@ -11867,28 +11072,22 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Brutal Finish", - "requirements": null, - "frequency": null, - "trigger": null + "components": "Brutal Finish" }, "category": "Talisman", "entries": [ "You are a master with the affixed weapon.", "This miniature iron cudgel is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish, as the fighter feat (page 151). You must meet the normal requirements, including those of the {@trait press} trait.", "If you have the Brutal Finish feat, add two additional weapon damage dice on a success or a failure." - ], - "generic": false + ] }, { "name": "Iron Equalizer", @@ -11904,27 +11103,22 @@ ], "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, "components": "Certain Strike", - "requirements": "You are a master with the affixed weapon.", - "frequency": null, - "trigger": null + "requirements": "You are a master with the affixed weapon." }, "category": "Talisman", "entries": [ "This small iron band has a shifting weight that helps equalize the affixed weapon's balance. When you activate it, you use Certain {@action Strike}, as the fighter feat (page 150). You must meet the normal requirements, including those of the {@trait press} trait.", "If you have the Certain {@action Strike} feat, the failure effect increases to deal the weapon's normal damage." - ], - "generic": false + ] }, { "name": "Iron Medallion", @@ -11940,28 +11134,26 @@ ], "price": { "coin": "gp", - "amount": 175, - "note": null + "amount": 175 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You have master proficiency in Will saves or have the bravery class feature.", - "frequency": null, "trigger": "You attempt a" }, "category": "Talisman", "entries": [ "This small medallion is shaped like a shield.", "When you activate it, you gain a +2 status bonus to saves against fear for 1 minute. On the triggering save, if the outcome of your roll is a failure, you get a success instead or if the outcome is a critical failure, you get a failure instead." - ], - "generic": false + ] }, { "name": "Jade Bauble", @@ -11978,27 +11170,24 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "affixed to a melee weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "command", - "requirements": "You are a master with the affixed weapon.", - "frequency": null, - "trigger": null + "components": [ + "command" + ], + "requirements": "You are a master with the affixed weapon." }, "category": "Talisman", "entries": [ "This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature.", "When you activate the bauble, it magically draws the attention of foes. Until the start of your next turn, enemies within the reach of the weapon the talisman is affixed to are {@condition flat-footed}." - ], - "generic": false + ] }, { "name": "Jade Cat", @@ -12014,28 +11203,25 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "command", - "requirements": null, - "frequency": null, + "components": [ + "command" + ], "trigger": "You fall or attempt an {@skill Acrobatics} check to {@action Balance}" }, "category": "Talisman", "entries": [ "You are trained in {@skill Acrobatics}.", "A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the cat, you treat all falls as 20 feet shorter, you are not {@condition flat-footed} when you {@action Balance}, and narrow surfaces and uneven ground are not {@quickref difficult terrain||3|terrain} for you." - ], - "generic": false + ] }, { "name": "Javelin of Lightning", @@ -12051,8 +11237,7 @@ ], "price": { "coin": "gp", - "amount": 110, - "note": null + "amount": 110 }, "usage": "held in 1 hand", "bulk": "L", @@ -12061,17 +11246,13 @@ "number": 2, "unit": "action" }, - "components": "command, Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": "command, Interact" }, "category": "Consumable", "entries": [ - "This item looks like a normal javelin carved with lightning-bolt motifs. If thrown without being activated, it wobbles in the air and fails to strike true. When you {@b Activate} the javelin, your command makes the carvings crackle with electricity. You then hurl the javelin. It shatters immediately after leaving your hand and unleashes its magic as a 4th-level {@spell light}ning bolt originating from your space. The bolt deals {@damage 5d12} electricity damage and has a Reflex save DC of 25." + "This item looks like a normal javelin carved with lightning-bolt motifs. If thrown without being activated, it wobbles in the air and fails to strike true. When you {@b Activate} the javelin, your command makes the carvings crackle with electricity. You then hurl the javelin. It shatters immediately after leaving your hand and unleashes its magic as a 4th-level {@spell lightning bolt} originating from your space. The bolt deals {@damage 5d12} electricity damage and has a Reflex save DC of 25." ], - "craftReq": "Supply a casting of lightning bolt (4th level).", - "generic": false + "craftReq": "Supply a casting of lightning bolt (4th level)." }, { "name": "Juggernaut Mutagen", @@ -12093,10 +11274,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -12111,8 +11291,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute." @@ -12128,8 +11307,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes." @@ -12145,8 +11323,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead." @@ -12162,8 +11339,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures instead." @@ -12196,8 +11372,7 @@ ], "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "usage": "etched onto a piercing or slashing melee weapon", "category": "Rune", @@ -12206,8 +11381,7 @@ ], "entries": [ "The edges of a keen weapon are preternaturally sharp. Attacks with this weapon are a critical hit on a 19 on the die as long as that result is a success. This property has no effect on a 19 if the result would be a failure." - ], - "generic": false + ] }, { "name": "King's Sleep", @@ -12224,8 +11398,7 @@ ], "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "usage": "held in 1 hand", "bulk": "L", @@ -12234,10 +11407,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ @@ -12265,8 +11437,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Knapsack of Halflingkind", @@ -12297,8 +11468,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 675, - "note": null + "amount": 675 }, "entries": [] }, @@ -12307,8 +11477,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2850, - "note": null + "amount": 2850 }, "entries": [ "The berry tarts each restore {@dice 4d8+8} Hit Points, and the bag has two additional compartments, each of which can be Activated with an {@action Interact} action.", @@ -12326,15 +11495,12 @@ "type": "Item", "price": { "coin": "cp", - "amount": 3, - "note": null + "amount": 3 }, "bulk": 3, "hands": 2, - "category": "Gear", - "entries": [ - "Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells. A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature. " - ] + "category": "Adventuring Gear", + "entries": [] }, { "name": "Lantern", @@ -12342,7 +11508,7 @@ "page": 288, "equipment": true, "type": "Item", - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A lantern sheds bright light and requires 1 pint of {@item oil (1 pint)||oil} to function for 6 hours." ], @@ -12352,8 +11518,7 @@ "type": "Bull's Eye", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": 1, "hands": 1, @@ -12365,8 +11530,7 @@ "type": "Hooded", "price": { "coin": "sp", - "amount": 7, - "note": null + "amount": 7 }, "bulk": "L", "hands": 1, @@ -12394,10 +11558,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -12410,8 +11573,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [] }, @@ -12420,8 +11582,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [ "The maximum vertical distance you can jump with a {@action High Jump} is the same as you can jump horizontally with a {@action Long Jump}." @@ -12446,8 +11607,7 @@ ], "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "usage": "held in 2 hands", "bulk": "L", @@ -12456,21 +11616,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Lethargy poison is commonly used in hit-and-run tactics by drow and others who want their victims alive; the ambusher retreats until the poison sets in and the victim falls {@condition unconscious}. Further exposure to lethargy poison does not require the target to attempt additional saving throws; only failing an saving throw against an ongoing exposure can progress its stage.", { "type": "affliction", - "name": null, "traits": [], "DC": 18, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4 hours", "stages": [ { @@ -12495,8 +11652,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Lich Dust", @@ -12512,8 +11668,7 @@ ], "price": { "coin": "gp", - "amount": 110, - "note": null + "amount": 110 }, "usage": "held in 1 hand", "bulk": "L", @@ -12522,17 +11677,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Dust salvaged from the remains of a destroyed lich has paralytic properties that make it a valuable poison.", { "type": "affliction", - "name": null, "traits": [], "DC": 28, "savingThrow": "Fortitude", @@ -12556,8 +11709,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Lifting Belt", @@ -12572,8 +11724,7 @@ ], "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "usage": "worn belt", "bulk": "L", @@ -12590,15 +11741,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using {@skill Athletics} as part of this activation. The object still has its full weight and Bulk for all other purposes\u2014you just ignore that weight. The effect lasts until the end of your next turn." ] } - ], - "generic": false + ] }, { "name": "Lion's Shield", @@ -12612,11 +11759,10 @@ ], "price": { "coin": "gp", - "amount": 245, - "note": null + "amount": 245 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Shield", "group": "Shield", "entries": [ @@ -12636,14 +11782,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You animate the lion's head. You Raise the Shield and make a melee {@action Strike} with it as part of the same action. The shield's biting maw is a martial melee weapon that deals {@damage 2d6} piercing damage and has the deadly {@dice 1d6} trait; it can't be enhanced by runes. The shield remains animated for 1 minute, during which time you can {@action Strike} with it each time you Raise the Shield, as well as with a {@action Strike} action." ] } - ], - "generic": false + ] }, { "name": "Lock", @@ -12652,7 +11795,7 @@ "equipment": true, "type": "Item", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "Picking a poor lock requires two successful DC 15 {@skill Thievery} checks, a simple lock requires three successful DC 20 {@skill Thievery} checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40." ], @@ -12662,8 +11805,7 @@ "type": "Poor", "price": { "coin": "sp", - "amount": 2, - "note": null + "amount": 2 }, "level": 0, "entries": [] @@ -12672,8 +11814,7 @@ "type": "Simple", "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "level": 1, "entries": [] @@ -12682,8 +11823,7 @@ "type": "Average", "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "level": 3, "entries": [] @@ -12692,8 +11832,7 @@ "type": "Good", "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "level": 9, "entries": [] @@ -12702,8 +11841,7 @@ "type": "Superior", "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "level": 17, "entries": [] @@ -12743,7 +11881,6 @@ "freq": 1 }, "trigger": "You miss on a {@action Strike} with the luck blade", - "requirements": null, "entries": [ "Reroll the triggering attack roll and use the new result. This is a {@trait fortune} effect." ] @@ -12756,8 +11893,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "entries": [] }, @@ -12766,8 +11902,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 30000, - "note": null + "amount": 30000 }, "craftReq": "Supply a casting of wish.", "entries": [ @@ -12787,7 +11922,7 @@ "Magical" ], "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "A maestro's instrument can be crafted in the form of any variety of handheld musical instrument. A maestro's instrument grants you a +1 item bonus to {@skill Performance} checks while playing music with the instrument.", @@ -12805,8 +11940,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You play the instrument, causing it to cast a DC 17 {@spell charm} spell." ] @@ -12820,8 +11953,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -12830,8 +11962,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ "The item bonus is +2, and the {@spell charm} spell is 4th level (DC 27)." @@ -12842,8 +11973,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 19000, - "note": null + "amount": 19000 }, "craftReq": "You must supply a casting of charm of the appropriate level.", "entries": [ @@ -12878,8 +12008,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [ "This armor has a +1 armor potency rune (increase the item bonus to AC by 1)." @@ -12890,8 +12019,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [ "This armor has a +1 armor potency rune (increase the item bonus to AC by 1) and a resilient rune (+1 item bonus to saves)." @@ -12902,8 +12030,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [ "This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a resilient rune (+1 item bonus to saves)." @@ -12914,8 +12041,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "entries": [ "This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a greater resilient rune (+2 item bonus to saves)." @@ -12926,8 +12052,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [ "This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a greater resilient rune (+2 item bonus to saves)." @@ -12938,8 +12063,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "entries": [ "This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a major resilient rune (+3 item bonus to saves)." @@ -12965,20 +12089,14 @@ { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies" - }, "components": [ - "(Cast a Spell)" + "Cast a Spell" ], "frequency": { "freq": 1, "unit": "day", "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You {@action Cast a Spell||Cast the Spell} at the indicated level." ] @@ -12992,8 +12110,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -13002,8 +12119,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [] }, @@ -13012,8 +12128,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "entries": [] }, @@ -13022,8 +12137,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -13032,8 +12146,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1500, - "note": null + "amount": 1500 }, "entries": [] }, @@ -13042,8 +12155,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [] }, @@ -13052,8 +12164,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [] }, @@ -13062,8 +12173,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "entries": [] }, @@ -13072,8 +12182,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "entries": [] } @@ -13102,8 +12211,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 35, - "note": null + "amount": 35 }, "entries": [ "This weapon has a +1 weapon potency rune (+1 item bonus to attack rolls with the weapon)." @@ -13114,8 +12222,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "entries": [ "This weapon has a +1 weapon potency rune (+1 item bonus to attack rolls with the weapon) and a striking rune (one extra damage die)." @@ -13126,8 +12233,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [ "This weapon has a +2 weapon potency rune (+2 item bonus to attack rolls with the weapon) and a striking rune (one additional damage die)." @@ -13138,8 +12244,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [ "This weapon has a +2 weapon potency rune (+2 item bonus to attack rolls with the weapon) and a greater striking rune (two extra damage dice)." @@ -13150,8 +12255,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "entries": [ "This weapon has a +3 weapon potency rune (+3 item bonus to attack rolls with the weapon) and a greater striking rune (two extra damage dice)." @@ -13162,8 +12266,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "entries": [ "This weapon has a +3 weapon potency rune (+3 item bonus to attack rolls with the weapon) and a major striking rune (three extra damage dice)", @@ -13181,11 +12284,10 @@ "level": 3, "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This quality handheld lens gives you a +1 item bonus to {@skill Perception} checks to notice minute details of documents, fabric, and the like. " ] @@ -13203,8 +12305,7 @@ ], "price": { "coin": "gp", - "amount": 2600, - "note": null + "amount": 2600 }, "usage": "worn armor", "bulk": "3", @@ -13227,14 +12328,12 @@ "freq": 1 }, "trigger": "You are hit or critically hit with an attack, but damage hasn't been rolled yet", - "requirements": null, "entries": [ "You force the attacker to reroll the attack roll and use the worse result. This effect has the {@trait misfortune} trait.", "Activating the armor causes the gemstone to turn gray and become inert. You cannot activate the armor again until the stone returns to its original green color. The gem turns green again after 1 week or when a significant foe critically succeeds at an attack roll targeting you. (If an enemy rolls a critical success at an attack against you and you force the attacker to reroll that critical success, that critical success does not recharge the mail of luck.) Even if the armor's power returns before a week has elapsed, it can't be activated more than once per day." ] } - ], - "generic": false + ] }, { "name": "Malyass Root Paste", @@ -13250,8 +12349,7 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "held in 2 hands", "bulk": "L", @@ -13260,17 +12358,15 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Malyass root paste sees use to impede opponents in athletic competitions, in addition to espionage and tracking.", { "type": "affliction", - "name": null, "traits": [], "DC": 26, "savingThrow": "Fortitude", @@ -13289,8 +12385,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Manacles", @@ -13299,7 +12394,7 @@ "equipment": true, "type": "Item", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "You can manacle someone who is willing or otherwise at your mercy as an {@trait exploration} activity taking 10\u201330 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a \u201315-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC {@flatDC 5} flat check any time it uses a {@trait manipulate} action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 {@skill Thievery} checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. " ], @@ -13309,8 +12404,7 @@ "type": "Poor", "price": { "coin": "sp", - "amount": 2, - "note": null + "amount": 2 }, "level": 0, "entries": [] @@ -13319,8 +12413,7 @@ "type": "Simple", "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "level": 1, "entries": [] @@ -13329,8 +12422,7 @@ "type": "Average", "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "level": 3, "entries": [] @@ -13339,8 +12431,7 @@ "type": "Good", "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "level": 9, "entries": [] @@ -13349,8 +12440,7 @@ "type": "Superior", "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, "level": 17, "entries": [] @@ -13371,8 +12461,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "category": "Snare", "entries": [ @@ -13385,8 +12474,7 @@ "Critical Failure": "The snare marks the creature, and the creature is {@condition blinded} until the end of its next turn." } } - ], - "generic": false + ] }, { "name": "Marvelous Medicines", @@ -13399,7 +12487,7 @@ "Necromancy" ], "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This set of healer's tools contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to {@skill Medicine} checks.", @@ -13413,9 +12501,6 @@ "components": [ "Treat Poison or 8 hours (Treat Disease)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You can activate the tools when you use them to {@action Treat Poison} in order to produce the effects of neutralize poison, or when you {@action Treat Disease} in order to produce the effects of remove disease. Once these medicines have been used to treat a patient's poison or disease, they can't be used again to treat the same affliction for that patient." ] @@ -13428,8 +12513,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [] }, @@ -13438,8 +12522,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 19000, - "note": null + "amount": 19000 }, "entries": [ "The tools grant a +3 item bonus, and the spells are heightened to 6th level." @@ -13455,12 +12538,11 @@ "type": "Item", "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations. " ] @@ -13478,8 +12560,7 @@ ], "price": { "coin": "gp", - "amount": 36000, - "note": null + "amount": 36000 }, "usage": "held in 2 hands", "bulk": "16", @@ -13501,15 +12582,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You dig furiously with the mattock to non-magically replicate the effects of an {@spell earthquake} spell." ] } ], - "craftReq": "You are a titan, and the initial raw materials must include 8,100 gp of adamantine.", - "generic": false + "craftReq": "You are a titan, and the initial raw materials must include 8,100 gp of adamantine." }, { "name": "Mending Lattice", @@ -13526,27 +12604,25 @@ ], "price": { "coin": "gp", - "amount": 525, - "note": null + "amount": 525 }, "usage": "affixed to a shield or weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "command", + "components": [ + "command" + ], "requirements": "You are a master in {@skill Crafting}.", - "frequency": null, "trigger": "The affixed item would take damage" }, "category": "Talisman", "entries": [ "This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs the affixed item." - ], - "generic": false + ] }, { "name": "Mentalist's Staff", @@ -13560,21 +12636,16 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic.", { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -13588,8 +12659,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "entries": [ { @@ -13606,8 +12676,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [ { @@ -13624,8 +12693,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [ { @@ -13651,7 +12719,7 @@ }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [] }, { @@ -13668,28 +12736,25 @@ ], "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You attempt a {@skill Deception} check to {@action Feint}, but you haven't rolled yet." }, "category": "Talisman", "entries": [ "This silver-bound opal pendant is afire with iridescence.", "When you activate it, if the outcome of your triggering {@skill Deception} check is a critical failure, you get a failure instead (or if the outcome is a success, you get a critical success instead)." - ], - "generic": false + ] }, { "name": "Messenger's Ring", @@ -13703,7 +12768,6 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to {@skill Diplomacy} checks and lets you cast {@spell message} as an arcane innate spell at will.", @@ -13722,8 +12786,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring." ] @@ -13736,8 +12798,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -13746,8 +12807,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 13500, - "note": null + "amount": 13500 }, "entries": [ "The ring grants a +3 bonus and can be activated in an additional way.", @@ -13770,8 +12830,7 @@ ], "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "usage": "held in 1 hand", "bulk": "L", @@ -13780,17 +12839,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful.", { "type": "affliction", - "name": null, "traits": [], "DC": 35, "savingThrow": "Fortitude", @@ -13814,8 +12871,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Mirror", @@ -13828,7 +12884,7 @@ "coin": "gp" }, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [] }, { @@ -13851,10 +12907,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -13867,8 +12922,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 18, - "note": null + "amount": 18 }, "entries": [ "The duration is 3 rounds." @@ -13884,8 +12938,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 56, - "note": null + "amount": 56 }, "entries": [ "The duration is 1 minute." @@ -13901,8 +12954,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 180, - "note": null + "amount": 180 }, "entries": [ "The duration is 5 minutes." @@ -14040,8 +13092,7 @@ "type": "mithral chunk", "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "bulk": "L", "entries": [] @@ -14050,10 +13101,9 @@ "type": "mithral ingot", "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -14100,8 +13150,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1600, - "note": null + "amount": 1600 }, "craftReq": "The initial raw materials must include mithral worth at least 200 gp + 20 gp per Bulk.", "entries": [] @@ -14142,8 +13191,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "bulk": "L", "craftReq": "mithral worth at least 50 gp", @@ -14156,8 +13204,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 440, - "note": null + "amount": 440 }, "bulk": "L", "craftReq": "mithral worth at least 55 gp", @@ -14171,8 +13218,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, "bulk": "L", "craftReq": "mithral worth at least 4,000 gp", @@ -14185,10 +13231,9 @@ "level": 16, "price": { "coin": "gp", - "amount": 8800, - "note": null + "amount": 8800 }, - "shieldStats": { + "shieldData": { "hardness": 8, "hp": 32, "bt": 16 @@ -14233,8 +13278,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 13500, - "note": null + "amount": 13500 }, "craftReq": "at least 6,750 gp of mithral + 675 gp per Bulk.", "entries": [] @@ -14255,27 +13299,24 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Climb", - "requirements": "You are trained in {@skill Athletics}", - "frequency": null, - "trigger": null + "components": [ + "Climb" + ], + "requirements": "You are trained in {@skill Athletics}" }, "category": "Talisman", "entries": [ "This small brass pin is in the shape of a monkey climbing a tree. When you activate this talisman, use a {@action Climb} action.", "If you succeed, you move your full Speed during the {@action Climb}. If you roll a critical failure, you get a failure instead." - ], - "generic": false + ] }, { "name": "Moonlit Chain", @@ -14290,11 +13331,10 @@ ], "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "usage": "worn armor", - "bulk": "2", + "bulk": 2, "category": "Armor", "entries": [ "This +1 silver chain shirt has a collar adorned with stitched images of the phases of the moon. You can see in moonlight as though you had {@ability low-light vision}.", @@ -14312,15 +13352,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You touch the stitched image of the new moon on the armor's collar and suppress the {@condition dazzled} condition for 1 minute." ] } ], - "craftReq": "The initial raw materials must include 33 gp of silver.", - "generic": false + "craftReq": "The initial raw materials must include 33 gp of silver." }, { "name": "Mug", @@ -14333,7 +13370,7 @@ "coin": "cp" }, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [] }, { @@ -14350,27 +13387,24 @@ ], "price": { "coin": "gp", - "amount": 175, - "note": null + "amount": 175 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "command", - "requirements": "You are a master in {@skill Perception}.", - "frequency": null, - "trigger": null + "components": [ + "command" + ], + "requirements": "You are a master in {@skill Perception}." }, "category": "Talisman", "entries": [ "This talisman is the magically treated corpse of a tiny bat bound in papyrus. When you activate the bat, the affixed weapon detects vibrations around you and guides your perception. You gain the benefits of the fighter {@feat Blind-Fight|APG} class feat (page 149) for 1 minute.", "If you have the Blind-Fight feat, you gain imprecise echolocation with a range of 30 feet for 1 minute. This makes creatures that would be {@condition undetected} by you because you can't see them {@condition hidden} instead." - ], - "generic": false + ] }, { "name": "Murderer's Knot", @@ -14386,28 +13420,26 @@ ], "price": { "coin": "gp", - "amount": 66, - "note": null + "amount": 66 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "command", + "components": [ + "command" + ], "requirements": "You are an expert with the affixed weapon.", - "frequency": null, "trigger": "You damage a {@condition flat-footed} creature with a {@action Strike} using the affixed weapon" }, "category": "Talisman", "entries": [ "This black strand of leather is tied to look like a peace knot when the weapon is stowed, but it doesn't hamper drawing the weapon. When you activate the knot, the creature you damaged takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}.", "If you have the Twist the Knife feat, the talisman instead deals {@condition persistent damage||persistent bleed damage} equal to your sneak attack damage." - ], - "generic": false + ] }, { "name": "Musical Instrument", @@ -14416,7 +13448,7 @@ "equipment": true, "type": "Item", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played." ], @@ -14426,8 +13458,7 @@ "type": "Handheld", "price": { "coin": "sp", - "amount": 8, - "note": null + "amount": 8 }, "bulk": 1, "entries": [] @@ -14436,8 +13467,7 @@ "type": "Virtuoso Handheld", "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "bulk": 1, "level": 3, @@ -14449,8 +13479,7 @@ "type": "Heavy", "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "bulk": 16, "entries": [] @@ -14459,8 +13488,7 @@ "type": "Virtuoso Heavy", "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "level": 3, "bulk": 16, @@ -14482,7 +13510,6 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads.", @@ -14497,9 +13524,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an {@action Interact} action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the {@spell fireball} anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead." ] @@ -14513,8 +13537,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 44, - "note": null + "amount": 44 }, "entries": [ "One {@dice 6d6}, two {@dice 4d6} (DC 21)" @@ -14531,8 +13554,7 @@ "name": "Necklace of Fireballs (Type II)", "price": { "coin": "gp", - "amount": 115, - "note": null + "amount": 115 }, "entries": [ "One {@dice 8d6}, one {@dice 6d6}, two {@dice 4d6} (DC 25)" @@ -14549,8 +13571,7 @@ "name": "Necklace of Fireballs (Type III)", "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "One {@dice 10d6}, two {@dice 8d6}, two {@dice 6d6} (DC 27)" @@ -14567,8 +13588,7 @@ "name": "Necklace of Fireballs (Type IV)", "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [ "One {@dice 12d6}, two {@dice 10d6}, three {@dice 8d6} (DC 30)" @@ -14585,8 +13605,7 @@ "name": "Necklace of Fireballs (Type V)", "price": { "coin": "gp", - "amount": 1600, - "note": null + "amount": 1600 }, "entries": [ "One {@dice 14d6}, two {@dice 12d6}, four {@dice 10d6} (DC 32)" @@ -14603,8 +13622,7 @@ "name": "Necklace of Fireballs (Type VI)", "price": { "coin": "gp", - "amount": 4200, - "note": null + "amount": 4200 }, "entries": [ "One {@dice 16d6}, three {@dice 14d6}, four {@dice 12d6} (DC 36)" @@ -14621,8 +13639,7 @@ "name": "Necklace of Fireballs (Type VII)", "price": { "coin": "gp", - "amount": 9600, - "note": null + "amount": 9600 }, "entries": [ "One {@dice 18d6}, three {@dice 16d6}, five {@dice 14d6} (DC 39)" @@ -14656,8 +13673,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", @@ -14666,16 +13682,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "A shimmering liquid, nectar of purification is often stored in bottles similar to those used for vinegar. This oil casts a 1st-level {@spell purify food and drink} spell over any food or drink onto which it's poured. The nectar evaporates as it takes effect, leaving the taste and texture of the food or drink unaltered." - ], - "generic": false + ] }, { "name": "Nettleweed Residue", @@ -14691,8 +13705,7 @@ ], "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "usage": "held in 2 hands", "bulk": "L", @@ -14701,17 +13714,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Concentrated sap of stinging weeds makes an effective toxin.", { "type": "affliction", - "name": null, "traits": [], "DC": 27, "savingThrow": "Fortitude", @@ -14735,8 +13746,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Nightmare Vapor", @@ -14752,8 +13762,7 @@ ], "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "usage": "held in 1 hand", "bulk": "L", @@ -14762,17 +13771,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Purportedly sourced from any number of outlandish locales, nightmare vapor is most often created by boiling the sweat collected from humanoids caught in the throes of terrible nightmares.", { "type": "affliction", - "name": null, "traits": [], "DC": 36, "savingThrow": "Fortitude", @@ -14796,8 +13803,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Oathbow", @@ -14811,11 +13817,10 @@ ], "price": { "coin": "gp", - "amount": 1300, - "note": null + "amount": 1300 }, "usage": "held in 1 hand", - "bulk": "2", + "bulk": 2, "category": "Weapon", "entries": [ "Constructed of a flexible, white wood and with ornate, twisting designs carved into its surface, this +2 striking composite longbow appears to have been made by elves. Sometimes when you loose an arrow, its whistling in flight sounds like a voice whispering in Elven, wishing for the swift defeat of your enemies.", @@ -14829,16 +13834,12 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You swear an oath to destroy one creature you can see. For the next 7 days or until that creature is slain, your attacks with the bow against that creature deal {@damage 1d6} additional damage, and you gain a +2 circumstance bonus to {@skill Survival} checks to {@action Track} that creature. Your critical hits against the target gain the bow's critical specialization effect (page 283); if they would already do so, they instead increase the DC of the {@skill Athletics} check to {@action Escape} when critically hit to DC 20.", "After you activate the bow, you can't activate it again for 7 days. If you kill the creature you've sworn an oath against, the oath ends and you need to wait only 10 minutes before you can activate it again." ] } - ], - "generic": false + ] }, { "name": "Obfuscation Oil", @@ -14854,8 +13855,7 @@ ], "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "usage": "held in 2 hands", "bulk": "L", @@ -14864,17 +13864,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "You can spread this blue-gray gel on a single item with a Bulk of 3 or less to ward it against magical detection. It becomes immune to divination magic of 8th level or lower (such as locate). This oil is permanent, but it can be removed with acid.", "Removing the oil in this way usually takes 1 minute for objects with Bulk of 1 or less, or a number of minutes equal to the item's Bulk." - ], - "generic": false + ] }, { "name": "Oil (1 pint)", @@ -14887,7 +13885,7 @@ "coin": "cp" }, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC {@flatDC 10} flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage. " ] @@ -14907,8 +13905,7 @@ ], "price": { "coin": "gp", - "amount": 330, - "note": null + "amount": 330 }, "usage": "held in 2 hands", "bulk": "L", @@ -14917,16 +13914,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the dancing rune (page 583). Once you fail a flat check for the weapon, causing it to fall, this effect ends." - ], - "generic": false + ] }, { "name": "Oil of Keen Edges", @@ -14943,8 +13938,7 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "held in 2 hands", "bulk": "L", @@ -14953,16 +13947,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 minute, granting it the benefits of the keen rune." - ], - "generic": false + ] }, { "name": "Oil of Mending", @@ -14978,16 +13970,14 @@ ], "price": { "coin": "gp", - "amount": 9, - "note": null + "amount": 9 }, "usage": "held in 2 hands", "bulk": "L", "category": "Oil", "entries": [ "A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-level {@spell mending} spell to repair the item." - ], - "generic": false + ] }, { "name": "Oil of Potency", @@ -15003,8 +13993,7 @@ ], "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "usage": "held in 2 hands", "bulk": "L", @@ -15013,16 +14002,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "When you apply this thick, viscous oil to a non-magical weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute." - ], - "generic": false + ] }, { "name": "Oil of Repulsion", @@ -15038,8 +14025,7 @@ ], "price": { "coin": "gp", - "amount": 175, - "note": null + "amount": 175 }, "usage": "held in 2 hands", "bulk": "L", @@ -15048,10 +14034,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ @@ -15064,8 +14049,7 @@ "Critical Failure": "As failure, and the creature is also knocked {@condition prone}." } } - ], - "generic": false + ] }, { "name": "Oil of Weightlessness", @@ -15086,10 +14070,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ @@ -15102,8 +14085,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "entries": [] }, @@ -15112,8 +14094,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 36, - "note": null + "amount": 36 }, "entries": [ "This oil can affect an item of 2 Bulk or less and lasts 8 hours." @@ -15150,14 +14131,12 @@ ], "price": { "coin": "gp", - "amount": 1500, - "note": null + "amount": 1500 }, "category": "Snare", "entries": [ "As soon as a creature enters the snare's square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing {@damage 19d8} piercing damage (DC 37 basic Reflex)." - ], - "generic": false + ] }, { "name": "Onyx Panther", @@ -15173,27 +14152,25 @@ ], "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are trained in {@skill Stealth}.", - "frequency": null, "trigger": "You use a {@action Sneak} action" }, "category": "Talisman", "entries": [ "This small stone is a stylized panther shape. When you activate it, you can move your full Speed (instead of half) during the triggering {@action Sneak} and any other time you {@action Sneak} this turn." - ], - "generic": false + ] }, { "name": "Orichalcum", @@ -15295,8 +14272,7 @@ "type": "orichalcum chunk", "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "bulk": "L", "entries": [] @@ -15305,10 +14281,9 @@ "type": "orichalcum ingot", "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -15376,8 +14351,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 12000, - "note": null + "amount": 12000 }, "bulk": "L", "craftReq": "orichalcum worth at least 6,000 gp The shield has Hardness 14, HP 56, and BT 28.", @@ -15386,7 +14360,7 @@ { "type": "high-grade orichalcum shield", "level": 17, - "shieldStats": { + "shieldData": { "hardness": 16, "hp": 64, "bt": 32 @@ -15441,27 +14415,24 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You critically succeed at an attack roll with the affixed weapon." }, "category": "Talisman", "entries": [ "This claw set in an iron clasp and chain isn't always the claw of an owlbear. When you activate the claw, the triggering attack gains the weapon's critical specialization effect." - ], - "generic": false + ] }, { "name": "Panacea", @@ -15479,8 +14450,7 @@ ], "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "usage": "held in 1 hand", "bulk": "L", @@ -15489,17 +14459,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "This potion appears to shift colors, and no two observers describe it in the same way. When consumed, it attempts to counteract all curses and diseases affecting you, as well as the {@condition blinded} and {@condition deafened} conditions from spells affecting you.", "The potion has a counteract level of 7 and a +20 modifier for the roll." - ], - "generic": false + ] }, { "name": "Pendant of the Occult", @@ -15513,7 +14481,6 @@ "Occult" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to {@skill Occultism} checks, and you can cast the {@spell guidance} cantrip as an occult innate spell." @@ -15525,8 +14492,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -15535,8 +14501,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "The pendant grants a +2 item bonus and can be activated.", @@ -15558,18 +14523,16 @@ ], "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "arrow", @@ -15580,8 +14543,7 @@ "This ammunition has a slender shape and a viciously pointed tip. When you activate and shoot penetrating ammunition, the {@action Strike} takes the shape of a 60-foot line originating from you.", "Roll one attack roll and compare the result to the AC of each target in the line. The ammunition ignores up to 10 of a target's resistance, and it can penetrate walls up to 1 foot thick with Hardness 10 or less. Each target that takes damage from this ammunition also takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}.", "If your attack roll result is a natural 20, you improve your degree of success only against the first target in the line, but you can still score a critical hit on other targets if your result exceeds their AC by 10 or more. If you have access to your bow's critical specialization effect, penetrating ammunition applies that effect only against a target in the last square of the line." - ], - "generic": false + ] }, { "name": "Persona Mask", @@ -15596,7 +14558,6 @@ "Magical" ], "usage": "worn mask", - "bulk": "\u2014", "category": "Worn", "entries": [ "Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to {@skill Performance} checks while acting, orating, performing comedy, or singing.", @@ -15610,9 +14571,6 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You change the mask's appearance into an artistic rendition of a dramatic character of your choice." ] @@ -15625,8 +14583,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [] }, @@ -15635,8 +14592,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "The mask grants a +2 bonus and can be activated.", @@ -15657,26 +14613,22 @@ "Consumable" ], "price": { - "amount": null, "coin": null }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact or 1 or more days", - "requirements": null, - "frequency": null, - "trigger": null + "components": "Interact or 1 or more days" }, "category": "Tool", "entries": [ "An alchemist with the {@action Craft} Philosopher's Stone feat can create a philosopher's stone once per month by spending 1 batch of infused reagents during their daily preparations using the advanced alchemy class feature. This is the only way to create a philosopher's stone.", "At a glance, a philosopher's stone appears to be an ordinary, sooty piece of natural rock. Breaking the rock open with a {@action Force Open} action (DC 35) reveals a cavity at the stone's heart. The cavity is lined with a rare type of quicksilver that can transmute base metals into precious metals or create an elixir of rejuvenation (page 548)", - "To use the quicksilver, you must be legendary in {@skill Crafting} and have the Alchemical {@skill Crafting} feat. You can then use the stone's quicksilver for one of two effects:", + "To use the quicksilver, you must be legendary in {@skill Crafting} and have the {@feat Alchemical Crafting} feat. You can then use the stone's quicksilver for one of two effects:", { "type": "list", "items": [ @@ -15684,8 +14636,7 @@ "You can spend up to a month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task to {@action Earn Income} using {@skill Crafting}, except that you create 500 gp worth of your chosen metal per day on a success or 750 gp worth per day on a critical success." ] } - ], - "generic": false + ] }, { "name": "Phylactery of Faithfulness", @@ -15717,8 +14668,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You ask for guidance about a particular course of action, gaining the effects of an {@spell augury} spell." ] @@ -15731,8 +14680,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 680, - "note": null + "amount": 680 }, "entries": [] }, @@ -15741,8 +14689,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 13000, - "note": null + "amount": 13000 }, "craftReq": "You worship the phylactery's deity.", "entries": [ @@ -15762,7 +14709,7 @@ "coin": "cp" }, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing. " ] @@ -15781,16 +14728,14 @@ ], "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "usage": "worn armor", "bulk": "4", "category": "Armor", "entries": [ "This suit of +2 greater resilient full plate is decorated with swirling, ornate motifs of waves and fish scales. While wearing it, you take no Speed reduction or check penalty from armor when Swimming, gain a +2 item bonus to {@skill Athletics} checks to {@action Swim}, can breathe underwater, and can speak Aquan." - ], - "generic": false + ] }, { "name": "Pocket Stage", @@ -15805,8 +14750,7 @@ ], "price": { "coin": "gp", - "amount": 138, - "note": null + "amount": 138 }, "bulk": "L (when not activated)", "category": "Structure", @@ -15826,17 +14770,13 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It's dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings.", "As a magical structure, the stage has the {@trait structure} trait.", "All the stage's set dressing is illusory and disappears if taken more than 20 feet from the stage. The costumes are physical but with illusory embellishments that fade at the same range, revealing only plain, white smocks." ] } - ], - "generic": false + ] }, { "name": "Possibility Tome", @@ -15850,11 +14790,10 @@ ], "price": { "coin": "gp", - "amount": 22000, - "note": null + "amount": 22000 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "An array of semiprecious stones is set into the ornate silver and beaten copper cover of this thick and weighty tome. If you open the book before it's been activated, its vellum pages are blank and pristine, but once activated, words dance and swim onto the pages before your eyes.", @@ -15870,16 +14809,12 @@ "(envision", "Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: {@skill Arcana}, {@skill Crafting}, {@skill Medicine}, {@skill Nature}, {@skill Occultism}, {@skill Religion}, {@skill Society}, or a single subcategory of {@skill Lore}. The book's pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an {@action Interact} action perusing the book just before attempting a check to {@action Recall Knowledge} with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead.", "The information within the book disappears after 24 hours or when the tome is activated again." ] } - ], - "generic": false + ] }, { "name": "Potency Crystal", @@ -15895,28 +14830,25 @@ ], "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You make an attack with the affixed weapon, but you haven't rolled yet." }, "category": "Talisman", "entries": [ "This fluorite crystal glows with a strange phosphorescence.", - "When you activate the crystal, the weapon becomes a +1 striking weapon for the rest of the turn, gaining a +1 item bonus to the attack roll and increasing the damage on a hit to two weapon damage dice." - ], - "generic": false + "When you activate the crystal, the weapon becomes a {@item +1 weapon potency||+1} {@item striking} weapon for the rest of the turn, gaining a +1 item bonus to the attack roll and increasing the damage on a hit to two weapon damage dice." + ] }, { "name": "Potion of Flying", @@ -15937,10 +14869,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -15953,8 +14884,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "entries": [] }, @@ -15963,8 +14893,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [ "The fly Speed lasts for 1 hour." @@ -15994,8 +14923,7 @@ ], "price": { "coin": "gp", - "amount": 21, - "note": null + "amount": 21 }, "usage": "held in 1 hand", "bulk": "L", @@ -16004,16 +14932,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "For 1 minute after you drink this fizzy potion, whenever you {@action Leap}, you gain the effect of the 1st-level {@spell jump} spell." - ], - "generic": false + ] }, { "name": "Potion of Quickness", @@ -16029,8 +14955,7 @@ ], "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "usage": "held in 1 hand", "bulk": "L", @@ -16039,16 +14964,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "Drinking this silver potion grants you the effects of haste for 1 minute." - ], - "generic": false + ] }, { "name": "Potion of Resistance", @@ -16069,10 +14992,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -16085,8 +15007,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 45, - "note": null + "amount": 45 }, "entries": [ "You gain resistance 5 to the appropriate energy type." @@ -16102,8 +15023,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 180, - "note": null + "amount": 180 }, "entries": [ "You gain resistance 10 to the appropriate energy type." @@ -16119,8 +15039,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 850, - "note": null + "amount": 850 }, "entries": [ "You gain resistance 15 to the appropriate energy type." @@ -16159,10 +15078,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -16175,8 +15093,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [] }, @@ -16185,8 +15102,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "The swim Speed lasts for 1 hour." @@ -16217,8 +15133,7 @@ ], "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "usage": "held in 1 hand", "bulk": "L", @@ -16227,16 +15142,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "This sour potion enlivens your tongue with unusual flavors and uncommon eloquence, allowing you to speak and understand all languages for 4 hours after you drink it. This doesn't allow you to read these languages in their written form." - ], - "generic": false + ] }, { "name": "Potion of Undetectability", @@ -16252,8 +15165,7 @@ ], "price": { "coin": "gp", - "amount": 4400, - "note": null + "amount": 4400 }, "usage": "held in 1 hand", "bulk": "L", @@ -16262,16 +15174,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "Drinking this dull-black liquid makes you undetectable to divinations. This grants the same effects as mind blank, but without the bonus against {@trait mental} effects. You also gain the effects of a 4th-level {@spell invisibility} spell, which protects against {@spell see invisibility} spells of 8th level and lower and has a DC of 36 against true seeing. The potion's effects last for 10 minutes." - ], - "generic": false + ] }, { "name": "Potion of Water Breathing", @@ -16287,8 +15197,7 @@ ], "price": { "coin": "gp", - "amount": 11, - "note": null + "amount": 11 }, "usage": "held in 1 hand", "bulk": "L", @@ -16297,16 +15206,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "This filmy, gray potion smells of an old fish midden and tastes even worse. After drinking this potion, you gain the effects of a 2nd-level {@spell water breathing} spell for 1 hour." - ], - "generic": false + ] }, { "name": "Primeval Mistletoe", @@ -16319,7 +15226,6 @@ "Transmutation" ], "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal focus, and it also grants the creature holding it a +1 item bonus to {@skill Nature} checks.", @@ -16338,8 +15244,6 @@ "interval": 10, "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You squeeze juice from one of the berries and smear it onto a non-magical club or staff to cast {@spell shillelagh} upon it." ] @@ -16358,8 +15262,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You can twine the sprig around the wrist of one hand and touch a tree to cast {@spell tree shape} upon yourself, except instead of a becoming a tree, you become a vine on the touched tree." ] @@ -16372,8 +15274,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [] }, @@ -16382,8 +15283,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 3900, - "note": null + "amount": 3900 }, "entries": [ "The sprig grants a +2 bonus and can be activated in one additional way: {@b Activate} {@as 2} {@action Interact}; {@b Frequency} once per day; {@b Effect} You plant the primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don't impede movement and that pulse with positive energy, replicating the effects of a {@spell field of life} spell. This lasts for up to 1 minute, as long as you continue to Sustain the Activation. When this magic ends, the holly bushes revert back into the original primeval mistletoe." @@ -16405,8 +15305,7 @@ ], "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "usage": "held in 2 hands", "bulk": "L", @@ -16415,21 +15314,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Venom from enormous purple worms leaves a victim weakened.", { "type": "affliction", - "name": null, "traits": [], "DC": 32, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -16449,8 +15345,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Quicksilver Mutagen", @@ -16472,10 +15367,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -16490,8 +15384,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute." @@ -16507,8 +15400,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The bonus to rolls is +2, the bonus to Speed is +10 feet, and the duration is 10 minutes." @@ -16524,8 +15416,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour." @@ -16541,8 +15432,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "The bonus to rolls is +4, the bonus to Speed is +20 feet, and the duration is 1 hour." @@ -16576,7 +15466,7 @@ }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [] }, { @@ -16592,8 +15482,7 @@ ], "price": { "coin": "gp", - "amount": 18000, - "note": null + "amount": 18000 }, "usage": "held in 1 hand", "bulk": "L", @@ -16616,15 +15505,13 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "The reflecting shield is raised", "entries": [ "You attempt to reflect the spell on its caster, with the effects of a 9th-level {@spell spell turning} with a counteract modifier of +40." ] } ], - "craftReq": "Supply one casting of spell turning, and the initial raw materials must include at least 2,750 gp of silver.", - "generic": false + "craftReq": "Supply one casting of spell turning, and the initial raw materials must include at least 2,750 gp of silver." }, { "name": "Religious Symbol", @@ -16634,7 +15521,7 @@ "type": "Item", "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it. " ], @@ -16644,8 +15531,7 @@ "type": "Wooden", "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, "entries": [] }, @@ -16653,8 +15539,7 @@ "type": "Silver", "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "entries": [] } @@ -16668,12 +15553,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it. " ] @@ -16686,7 +15570,7 @@ "type": "Item", "bulk": 1, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to {@action Repair} items using the {@skill Crafting} skill. You can draw and replace a worn repair kit as part of the action that uses it. " ], @@ -16697,8 +15581,7 @@ "name": "Repair Kit", "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "entries": [] }, @@ -16707,8 +15590,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "entries": [ "A superb repair kit gives you a +1 item bonus to the check." @@ -16724,12 +15606,9 @@ "type": "Item", "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, - "bulk": null, - "hands": null, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your {@item disguise kit}." ], @@ -16740,8 +15619,7 @@ "name": "Replacement Cosmetics", "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, "entries": [] }, @@ -16751,8 +15629,7 @@ "level": 3, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [] } @@ -16764,9 +15641,7 @@ "page": 288, "equipment": true, "type": "Item", - "bulk": null, - "hands": null, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "If your {@item thieves' tools (generic)||thieves' tools} are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the {@action Repair} action." ], @@ -16777,8 +15652,7 @@ "type": "Base", "price": { "coin": "sp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [] }, @@ -16787,8 +15661,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [] }, @@ -16802,8 +15675,7 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [] } @@ -16836,8 +15708,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 340, - "note": null + "amount": 340 }, "entries": [] }, @@ -16846,8 +15717,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 3440, - "note": null + "amount": 3440 }, "entries": [ "The armor grants a +2 item bonus to saving throws." @@ -16858,8 +15728,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 49440, - "note": null + "amount": 49440 }, "entries": [ "The armor grants a +3 item bonus to saving throws.", @@ -16880,17 +15749,15 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Weapon", "entries": [ "The blade of this +1 greataxe bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance to look like the face of that creature. You gain a +2 circumstance bonus to your next damage roll against that creature before the end of your next turn.", "Because the face reshapes each time you're damaged, you get the additional damage only if you attack the creature that damaged you most recently." - ], - "generic": false + ] }, { "name": "Returning", @@ -16904,8 +15771,7 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "etched onto a thrown weapon", "category": "Rune", @@ -16914,8 +15780,7 @@ ], "entries": [ "When you make a thrown {@action Strike} with this weapon, it flies back to your hand after the {@action Strike} is complete. If your hands are full when the weapon returns, it falls to the ground in your space." - ], - "generic": false + ] }, { "name": "Rhino Hide", @@ -16930,17 +15795,15 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "worn armor", - "bulk": "2", + "bulk": 2, "category": "Armor", "entries": [ "This +1 resilient hide armor is made from rhinoceros hide. It has an armor check penalty of \u20131 instead of \u20133. When you use the {@feat Sudden Charge} class feat while wearing this armor, your {@action Strike} deals an additional {@dice 1d8} damage." ], - "craftReq": "The initial raw materials must include 320 gp of rhinoceros hide (a common material).", - "generic": false + "craftReq": "The initial raw materials must include 320 gp of rhinoceros hide (a common material)." }, { "name": "Ring of Climbing", @@ -16955,17 +15818,14 @@ ], "price": { "coin": "gp", - "amount": 1750, - "note": null + "amount": 1750 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "Claw-like prongs on his thick golden band bears extend to dig deep into sheer surfaces when you are Climbing. This ring grants you a climb Speed equal to half your land Speed.", "Penalties to your Speed (including those from your armor) apply before halving." - ], - "generic": false + ] }, { "name": "Ring of Counterspells", @@ -16981,11 +15841,9 @@ ], "price": { "coin": "gp", - "amount": 925, - "note": null + "amount": 925 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This ornate silver ring bears two competing geometric designs of brightly colored and wildly clashing inlaid gemstones. A spellcaster can cast a single spell into this ring as long as no spell is currently stored within, expending the normal time, costs, and so forth to {@action Cast a Spell||Cast the Spell}. The spell's effect doesn't occur; the spell's power is instead stored within the ring.", @@ -17001,9 +15859,7 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You are targeted by or within the area of the spell stored within the ring", - "requirements": null, "entries": [ "You can attempt to counteract the triggering spell, using the level of the spell stored in the ring and a counteract modifier of +19.", "Once you do, the stored spell's energy is spent, and the ring is empty." @@ -17019,15 +15875,11 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You harmlessly expend the stored spell, having no effect but emptying the ring so that another spell can be cast into it." ] } - ], - "generic": false + ] }, { "name": "Ring of Energy Resistance", @@ -17041,7 +15893,6 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead." @@ -17053,8 +15904,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 245, - "note": null + "amount": 245 }, "entries": [] }, @@ -17063,8 +15913,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 975, - "note": null + "amount": 975 }, "entries": [ "The ring grants resistance 10." @@ -17075,8 +15924,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4400, - "note": null + "amount": 4400 }, "entries": [ "The ring grants resistance 15." @@ -17098,11 +15946,9 @@ ], "price": { "coin": "gp", - "amount": 850, - "note": null + "amount": 850 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This plain silver ring has an almost oily sheen. While wearing the ring, you gain a +2 item bonus to {@skill Deception} checks.", @@ -17116,15 +15962,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Snapping your fingers on the hand that wears the ring causes the ring to cast {@spell glibness} on you with no visual manifestations of a spell being cast." ] } - ], - "generic": false + ] }, { "name": "Ring of Maniacal Devices", @@ -17138,7 +15980,6 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an {@action Interact} action to pull a set of thieves' tools from the ring. These tools appear in your hand and fold back into the ring if they would leave your possession. They grant you a +2 item bonus to {@skill Thievery} checks to {@action Disable a Device} and to {@action Pick a Lock}, and the ring's insights grant you the same bonus to {@skill Crafting} checks to {@action Craft} and {@action Repair} snares and traps.", @@ -17157,8 +15998,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You create a 4th-level {@spell glyph of warding} containing fireball. You can have only one glyph of warding from a ring of maniacal devices active at a time, even if you have multiple rings, and the spell ends if you lose your investiture in the ring." ] @@ -17171,8 +16010,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1175, - "note": null + "amount": 1175 }, "entries": [] }, @@ -17181,8 +16019,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 4250, - "note": null + "amount": 4250 }, "entries": [ "The ring grants a +3 bonus. {@action Activate an Item||Activating} it creates an 8th-level {@spell glyph of warding} containing your choice of either prismatic spray or 7th-level {@spell fireball}." @@ -17204,11 +16041,9 @@ ], "price": { "coin": "gp", - "amount": 67000, - "note": null + "amount": 67000 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This golden ring has three diamonds set into its face.", @@ -17223,15 +16058,12 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You are targeted by a spell", - "requirements": null, "entries": [ "The ring replicates the effects of an 8th-level {@spell spell turning} with a counteract modifier of +35, possibly causing the triggering spell to reflect back on its caster. The ring can reflect no more than 9 total levels of spells per day. If you activate the ring to reflect a spell that would exceed this limit, the attempt fails, but the attempted usage of the ring does not count toward the daily limit." ] } - ], - "generic": false + ] }, { "name": "Ring of Sustenance", @@ -17247,16 +16079,13 @@ ], "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This polished wooden ring constantly refreshes your body and mind. You don't need to eat or drink while wearing it, and you need only 2 hours of sleep per day to gain the benefits of 8 hours of sleep. A ring of sustenance doesn't function until it's been worn and invested continuously for a week. Removing it resets this interval." - ], - "generic": false + ] }, { "name": "Ring of Swimming", @@ -17271,16 +16100,13 @@ ], "price": { "coin": "gp", - "amount": 1750, - "note": null + "amount": 1750 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This blue metal ring grants you a swim Speed equal to half your land Speed. Penalties to your Speed (including from your armor) apply before halving." - ], - "generic": false + ] }, { "name": "Ring of the Ram", @@ -17295,7 +16121,6 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This heavy iron ring is shaped to look like the head of a ram, with curling horns.", @@ -17313,8 +16138,6 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to {@b Activate} this Item (from 1 to 3) determines the intensity of the force. The blow deals {@damage 2d6} force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.", { @@ -17336,8 +16159,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 220, - "note": null + "amount": 220 }, "entries": [] }, @@ -17346,8 +16168,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2700, - "note": null + "amount": 2700 }, "entries": [ "The ring deals {@damage 3d6} force damage per action spent, and the save DC is 32. When you activate the ring using 3 actions, you can disperse the force into multiple magical rams, targeting all creatures in a 30-foot cone instead of one target within 60 feet." @@ -17368,7 +16189,6 @@ "Invested" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to {@skill Arcana} checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells.", @@ -17383,8 +16203,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "entries": [], "_mod": { @@ -17400,8 +16219,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [ "The bonus is +2, and the ring grants two 2nd-level spell slots and one 1st-level spell slot." @@ -17419,8 +16237,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [ "The bonus is +2, and the ring grants two 3rd-level spell slots and one 2nd-level spell slot." @@ -17438,8 +16255,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "craftReq": "You have a spellcasting class feature with the arcane tradition.", "entries": [ @@ -17475,11 +16291,10 @@ ], "price": { "coin": "gp", - "amount": 13000, - "note": null + "amount": 13000 }, "usage": "worn garment", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "This garment appears to be an ordinary robe until donned, at which point numerous strange and alien eyes of varied shapes and colors open and blink across its fabric. While wearing the robe, you gain a +3 item bonus to {@skill Perception} checks, and you constantly benefit from the effects of a 2nd-level {@spell see invisibility} spell.", @@ -17495,16 +16310,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You pluck an eye from the robe and toss it into the air, where it turns {@condition invisible} and floats to a destination you choose, with the same effect as a 5th-level {@spell prying eye} spell.", "You can Sustain the Activation just as you would be able to {@action Sustain a Spell||Sustain the Spell}." ] } - ], - "generic": false + ] }, { "name": "Robe of the Archmagi", @@ -17519,7 +16330,7 @@ "Invested" ], "usage": "worn garment", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are white, neutral robes are gray, and evil robes are black. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead {@condition stupefied 2} while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe.", @@ -17535,9 +16346,7 @@ "components": [ "command" ], - "frequency": null, "trigger": "You attempt a saving throw against an arcane spell, but you haven't rolled yet", - "requirements": null, "entries": [ "You automatically succeed at your save against the triggering arcane spell." ] @@ -17550,8 +16359,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [] }, @@ -17560,8 +16368,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 32000, - "note": null + "amount": 32000 }, "craftReq": "You are an arcane spellcaster.", "entries": [ @@ -17583,11 +16390,10 @@ ], "price": { "coin": "gp", - "amount": 4300, - "note": null + "amount": 4300 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This long, plain, leaden rod can disrupt magic.", @@ -17601,15 +16407,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "This rod emits a thin, gray beam that negates a spell or magic item, casting a 6th-level {@spell dispel magic} spell with a counteract modifier of +23. Once activated, the rod can't be activated again for {@dice 2d6} hours." ] } - ], - "generic": false + ] }, { "name": "Rod of Wonder", @@ -17625,8 +16427,7 @@ ], "price": { "coin": "gp", - "amount": 465, - "note": null + "amount": 465 }, "usage": "held in 1 hand", "bulk": "L", @@ -17644,9 +16445,6 @@ "command", "{@action Interact}" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Choose a creature within 60 feet and roll d% on the table below to determine the rod's effect. If an entry lists only a spell name, the rod casts that spell at its lowest level. You make any decisions for a spell cast by the rod unless otherwise indicated, except that it must 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. If the spell's range is less than 60 feet, increase the range to 60 feet.", "Any spell DC required is DC 27, and any spell attack roll required is +17. If the rod casts a spell on you, you don't get a saving throw or other defense against it.", @@ -17783,8 +16581,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Rope (50 feet)", @@ -17799,7 +16596,7 @@ }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [] }, { @@ -17814,16 +16611,14 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", "category": "Consumable", "entries": [ "This flat piece of hard stone is specially prepared for etching a magical fundamental rune or property rune. You can etch only one rune upon a stone. Once the stone is etched, it gains the magic school trait of the rune etched upon it. When a rune is transferred from the runestone to another object, the runestone cracks and is destroyed. The Price listed is for an empty stone; a stone holding a rune adds the Price of the rune." - ], - "generic": false + ] }, { "name": "Sack (5)", @@ -17838,7 +16633,7 @@ }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out. " ] @@ -17855,7 +16650,7 @@ }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn't count against your mount's Bulk limit. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk. " ] @@ -17878,10 +16673,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -17894,8 +16688,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [] }, @@ -17904,8 +16697,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "entries": [ "You're also protected from extreme heat." @@ -17916,8 +16708,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [ "You're also protected from extreme and incredible heat." @@ -17945,10 +16736,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ @@ -17961,8 +16751,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "entries": [] }, @@ -17971,8 +16760,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "entries": [ "A greater salve of antiparalysis can potentially remove {@condition Petrified||petrification}. The creature recovers as if it were the target of both a 6th-level {@spell remove paralysis} spell and a {@spell stone to flesh} spell." @@ -18003,8 +16791,7 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "bulk": "L", "activate": { @@ -18012,16 +16799,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "This greenish, persistent grease can be applied to armor to make it extremely slippery for 8 hours, granting the wearer a +2 item bonus to {@skill Acrobatics} checks to {@action Escape} or to {@action Squeeze}." - ], - "generic": false + ] }, { "name": "Savior Spike", @@ -18038,27 +16823,25 @@ ], "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "command", + "components": [ + "command" + ], "requirements": "You're an expert in Reflex.", - "frequency": null, "trigger": "You attempt to {@action Grab an Edge} but haven't rolled" }, "category": "Talisman", "entries": [ "This pyramid-shaped spike is attached to an armor's chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase. If you roll a success on the triggering attempt, you get a critical success instead (if you roll a critical failure, you get a failure instead)." - ], - "generic": false + ] }, { "name": "Scholarly Journal", @@ -18072,7 +16855,7 @@ ], "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to {@action Recall Knowledge} about the subject, you gain a +1 item bonus to the check. The GM determines what scholarly journals are available in any location. " ], @@ -18082,8 +16865,7 @@ "type": "Scholarly Journal", "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "entries": [] }, @@ -18093,8 +16875,7 @@ "hands": 2, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "entries": [ "A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city." @@ -18116,8 +16897,7 @@ ], "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "usage": "held in 1 hand", "bulk": "L", @@ -18126,17 +16906,13 @@ "number": 2, "unit": "action" }, - "components": "{@action Cast a Spell}", - "requirements": null, - "frequency": null, - "trigger": null + "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.", - "generic": false + "craftReq": "Supply one casting of glitterdust." }, { "name": "Scroll of Illusory Disguise", @@ -18152,8 +16928,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", @@ -18162,17 +16937,13 @@ "number": 2, "unit": "action" }, - "components": "{@action Cast a Spell}", - "requirements": null, - "frequency": null, - "trigger": null + "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.", - "generic": false + "craftReq": "Supply one casting of illusory disguise." }, { "name": "Scything Blade Snare", @@ -18188,14 +16959,12 @@ ], "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "category": "Snare", "entries": [ "This snare sends a powerful series of scything blades to slice through a creature entering the snare's square, dealing {@damage 14d8} slashing damage (DC 31 basic Reflex)." - ], - "generic": false + ] }, { "name": "Sea Touch Elixir", @@ -18216,10 +16985,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -18233,8 +17001,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 22, - "note": null + "amount": 22 }, "_mod": { "entries": { @@ -18250,8 +17017,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "_mod": { "entries": { @@ -18267,8 +17033,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 920, - "note": null + "amount": 920 }, "_mod": { "entries": { @@ -18308,10 +17073,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -18326,8 +17090,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The bonus is +1, or +2 vs. mental, and the duration is 1 minute." @@ -18358,8 +17121,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The bonus is +2, or +3 vs. mental, and the duration is 10 minutes." @@ -18390,8 +17152,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "The bonus is +3, or +4 vs. mental, and the duration is 1 hour.", @@ -18423,8 +17184,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "The bonus is +4, and the duration is 1 hour. When you roll a success on a Will save against a {@trait mental} effect, you get a critical success instead, and your critical failures on Will saves against {@trait mental} effects become failures instead." @@ -18467,8 +17227,7 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "held in 1 hand", "bulk": "L", @@ -18477,17 +17236,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "Upon drinking this potion, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing your appearance and physiology accordingly. You have mild control over the details of this change, but you retain a strong \"family resemblance\" to your former appearance.", "The magic functions instantaneously and can't be counteracted. Your new anatomy is as healthy and functional as your previous body's, potentially allowing you to procreate (depending on your ancestry's biology). Drinking a subsequent serum of sex shift allows you to either revert back to your original form or adopt other sexual characteristics, as you choose. The elixir has no effect if you are pregnant or from an ancestry with no sexual differentiation. Most ancestries have a wide spectrum of sexual differentiation, some common, others more rare." - ], - "generic": false + ] }, { "name": "Shadow", @@ -18514,8 +17271,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [] }, @@ -18524,8 +17280,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "The item bonus is +2." @@ -18536,8 +17291,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 14000, - "note": null + "amount": 14000 }, "entries": [ "The item bonus is +3." @@ -18560,8 +17314,7 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "held in 2 hands", "bulk": "L", @@ -18570,21 +17323,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Distilled from the Plane of Shadow, this oily substance imposes tenebrous effects. The {@condition enfeebled} condition from shadow essence lasts for 24 hours.", { "type": "affliction", - "name": null, "traits": [], "DC": 29, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -18604,8 +17354,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Shark Tooth Charm", @@ -18621,27 +17370,25 @@ ], "price": { "coin": "gp", - "amount": 23, - "note": null + "amount": 23 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "command", + "components": [ + "command" + ], "requirements": "You are an expert in {@skill Acrobatics}.", - "frequency": null, "trigger": "You attempt to {@action Escape} using {@skill Acrobatics} for your roll, but you haven't rolled yet" }, "category": "Talisman", "entries": [ "This dried seaweed bracelet is lined with charms shaped like small shark teeth. When you activate the bracelet, if you roll a success on the triggering check, you get a critical success instead (if you roll a critical failure, you get a failure instead). If you fail the {@skill Acrobatics} check against a grabbing creature, the creature must either release you as a free action or take {@damage 2d8} piercing damage as shark's teeth momentarily emerge from your skin." - ], - "generic": false + ] }, { "name": "Shifting", @@ -18655,8 +17402,7 @@ ], "price": { "coin": "gp", - "amount": 225, - "note": null + "amount": 225 }, "usage": "etched onto a melee weapon", "category": "Rune", @@ -18675,15 +17421,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon's runes and any precious material it's made of apply to the weapon's new shape. Any property runes that can't apply to the new form are suppressed until the item takes a shape to which they can apply." ] } - ], - "generic": false + ] }, { "name": "Shining Ammunition", @@ -18699,8 +17441,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "ammunition": [ "any" @@ -18708,8 +17449,7 @@ "category": "Ammunition", "entries": [ "A piece of shining ammunition gives off a faint glow. When shot, this ammunition sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can remove the ammunition with an {@action Interact} action, but the ammunition itself continues to glow for the rest of the duration or until destroyed." - ], - "generic": false + ] }, { "name": "Shock", @@ -18737,8 +17477,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -18747,8 +17486,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [ "Electricity damage dealt by this weapon ignores the target's electricity resistance (and the other creatures' on a critical hit)." @@ -18775,10 +17513,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "onset": "1 minute", "category": "Potion", @@ -18792,8 +17529,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [] }, @@ -18803,8 +17539,7 @@ "onset": "", "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "entries": [ "This potion has no onset, lasts for 1 hour, and grants the effects of a 4th-level {@spell shrink} spell. In addition, you gain a +2 item bonus to {@skill Stealth} checks while shrunken." @@ -18848,7 +17583,7 @@ "coin": "cp" }, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain." ] @@ -18867,15 +17602,13 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "category": "Snare", "entries": [ "A subtle snare used in hunting or tracking, a signaling snare often consists of carefully prepared earth, piled sand or stones, specific arrangements of vegetation, and so forth.", "When a creature enters a square of a signaling snare, nothing happens to the creature, but instead it causes a small, unobtrusive disruption to the terrain that allows the snare's creator or another creature who knows what to look for to determine whether a creature of the appropriate size entered the square." - ], - "generic": false + ] }, { "name": "Silver", @@ -19012,8 +17745,7 @@ "type": "silver chunk", "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "bulk": "L", "entries": [] @@ -19022,10 +17754,9 @@ "type": "silver ingot", "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -19101,8 +17832,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 20000, - "note": null + "amount": 20000 }, "craftReq": "The initial raw materials must include silver worth at least 10,000 gp + 1,000 gp per Bulk.", "entries": [] @@ -19129,8 +17859,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "bulk": "L", "craftReq": "silver worth at least 15 sp The shield has Hardness 1, HP 4, and BT 2.", @@ -19141,10 +17870,9 @@ "level": 2, "price": { "coin": "gp", - "amount": 34, - "note": null + "amount": 34 }, - "bulk": "1", + "bulk": 1, "craftReq": "silver worth at least 17 sp The shield has Hardness 3, HP 12, and BT 6.", "entries": [] }, @@ -19154,8 +17882,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "bulk": "L", "craftReq": "silver worth at least 375 sp The shield has Hardness 3, HP 12, BT 6.", @@ -19166,10 +17893,9 @@ "level": 7, "price": { "coin": "gp", - "amount": 340, - "note": null + "amount": 340 }, - "bulk": "1", + "bulk": 1, "craftReq": "silver worth at least 425 sp The shield has Hardness 5, HP 20, and BT 10.", "entries": [] }, @@ -19179,8 +17905,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, "bulk": "L", "craftReq": "silver worth at least 2,500 gp The shield has Hardness 6, HP 24, and BT 12.", @@ -19191,10 +17916,9 @@ "level": 15, "price": { "coin": "gp", - "amount": 5500, - "note": null + "amount": 5500 }, - "bulk": "1", + "bulk": 1, "craftReq": "silver worth at least 2,750 gp The shield has Hardness 8 HP 32, and BT 16.", "entries": [] } @@ -19219,8 +17943,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "craftReq": "at least 20 sp of silver + 2 sp per Bulk.", "entries": [] @@ -19230,8 +17953,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 880, - "note": null + "amount": 880 }, "craftReq": "at least 110 gp of silver + 11 gp per Bulk.", "entries": [] @@ -19241,8 +17963,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 9000, - "note": null + "amount": 9000 }, "craftReq": "at least 4,500 gp of silver + 450 gp per Bulk Basic Magic Weapon Many magic weapons are created by etching runes onto them, as described on page 580. The magic weapon stat block covers the Prices and attributes of the most common weapons you can make with only fundamental runes.", "entries": [] @@ -19261,8 +17982,7 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "held in 2 hands", "bulk": "L", @@ -19271,16 +17991,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Tool", "entries": [ "You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silversheen spoils quickly, so once you open a vial, you must use it all at once, rather than saving it. For the next hour, the weapon or ammunition counts as silver instead of its normal precious material (such as cold iron) for any physical damage it deals." - ], - "generic": false + ] }, { "name": "Silvertongue Mutagen", @@ -19302,10 +18020,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -19320,8 +18037,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The bonus is +1, and the duration is 1 minute." @@ -19347,8 +18063,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The bonus is +2, and the duration is 10 minutes." @@ -19374,8 +18089,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "The bonus is +3, and the duration is 1 hour." @@ -19401,8 +18115,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "The bonus is +4, and the duration is 1 hour." @@ -19436,7 +18149,6 @@ "Transmutation" ], "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "A grinning skull tops the bow of this macabre key. This key can be used in place of thieves' tools when attempting to {@action Pick a Lock}, and it grants a +1 item bonus to the {@skill Thievery} check.", @@ -19457,7 +18169,6 @@ "freq": 1 }, "trigger": "You attempt to {@action Pick a Lock} but haven't rolled yet", - "requirements": null, "entries": [ "The key casts knock on the lock you're trying to pick." ] @@ -19470,8 +18181,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "entries": [] }, @@ -19480,8 +18190,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1250, - "note": null + "amount": 1250 }, "entries": [ "The key grants a +2 item bonus, and you can activate the key once per hour." @@ -19502,11 +18211,10 @@ ], "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Weapon", "entries": [ "The sturdy, steel head of this +3 major striking flaming shock orichalcum warhammer is shaped like a blazing comet.", @@ -19521,16 +18229,13 @@ "components": [ "command" ], - "frequency": null, "trigger": "Your attack roll with the sky hammer is a critical success", - "requirements": null, "entries": [ "A 6th-level arcane {@spell fireball} spell explodes, centered on the sky hammer. The spell DC is 45. You are immune to the fireball's effect, though your allies are not." ] } ], - "craftReq": "Supply a casting of fireball (6th level), and the initial raw materials must include 12,375 gp of orichalcum.", - "generic": false + "craftReq": "Supply a casting of fireball (6th level), and the initial raw materials must include 12,375 gp of orichalcum." }, { "name": "Sleep Arrow", @@ -19547,18 +18252,16 @@ ], "price": { "coin": "gp", - "amount": 11, - "note": null + "amount": 11 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "arrow" @@ -19567,8 +18270,7 @@ "entries": [ "Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no damage, but a living creature hit by it is subject to the effects of a {@spell sleep} spell (DC 17)." ], - "craftReq": "Supply one casting of sleep.", - "generic": false + "craftReq": "Supply one casting of sleep." }, { "name": "Slick", @@ -19595,8 +18297,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 45, - "note": null + "amount": 45 }, "entries": [] }, @@ -19605,8 +18306,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [ "The item bonus is +2." @@ -19617,8 +18317,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 9000, - "note": null + "amount": 9000 }, "entries": [ "The item bonus is +3.", @@ -19639,17 +18338,10 @@ "amount": 1, "note": "(price for 10)" }, - "bulk": null, - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "category": "Ammunition", "entries": [ "These are small metal balls, typically either iron or lead, designed to be used as ammunition in {@item sling||slings}." ], - "craftReq": null, - "generic": false, "variants": null }, { @@ -19665,8 +18357,7 @@ ], "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "usage": "worn shoes", "bulk": "L", @@ -19687,14 +18378,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Tiny, hairlike tendrils extend from the slippers' soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don't need to use your hands to {@action Climb}. However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you're moving across greased, icy, or oiled surfaces." ] } - ], - "generic": false + ] }, { "name": "Slumber Wine", @@ -19711,8 +18399,7 @@ ], "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "usage": "held in 1 hand", "bulk": "L", @@ -19721,10 +18408,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ @@ -19732,7 +18418,6 @@ "Characters {@condition unconscious} from slumber wine can't wake up by any means while the poison lasts, don't need to eat or drink while {@condition unconscious} in this way, and appear to be recently dead unless an examiner succeeds at a DC 40 {@skill Medicine} check.", { "type": "affliction", - "name": null, "traits": [], "DC": 32, "savingThrow": "Fortitude", @@ -19756,8 +18441,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Smokestick", @@ -19776,10 +18460,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Tool", "entries": [ @@ -19792,8 +18475,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "_mod": { "entries": { @@ -19809,8 +18491,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 53, - "note": null + "amount": 53 }, "_mod": { "entries": { @@ -19842,8 +18523,7 @@ ], "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "usage": "held in 2 hands", "bulk": "L", @@ -19852,16 +18532,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Tool", "entries": [ "You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a poison). For the next hour, the symptom disappears and the {@condition wounded} or afflicted creature doesn't feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the ruse by succeeding at a DC 17 {@skill Perception} check, but only if it uses a {@action Seek} action to specifically examine the snake oil's effects." - ], - "generic": false + ] }, { "name": "Snare Kit", @@ -19875,7 +18553,7 @@ }, "bulk": 2, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This kit contains tools and materials for creating snares. A snare kit allows you to {@action Craft} snares using the {@skill Crafting} skill. You can draw and replace a worn snare kit as part of the action to use it. " ], @@ -19886,8 +18564,7 @@ "type": "Base", "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "entries": [] }, @@ -19896,8 +18573,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [ "A specialist snare kit gives you a +1 item bonus to the check." @@ -19919,26 +18595,23 @@ ], "price": { "coin": "gp", - "amount": 22, - "note": null + "amount": 22 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": "You are an expert in {@skill Thievery}.", - "frequency": null, - "trigger": null + "components": [ + "Interact" + ], + "requirements": "You are an expert in {@skill Thievery}." }, "category": "Talisman", "entries": [ "This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, for the next minute, if the outcome of any your attempts to {@action Pick a Lock} is a critical failure, you get a failure instead." - ], - "generic": false + ] }, { "name": "Soap", @@ -19951,7 +18624,7 @@ "coin": "cp" }, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [] }, { @@ -19967,8 +18640,7 @@ ], "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "usage": "etched onto a weapon", "category": "Rune", @@ -19977,8 +18649,7 @@ ], "entries": [ "Attacks with a speed weapon are supernaturally swift. While wielding a speed weapon, you gain the {@condition quickened} condition, but you can use the additional action granted only to make a {@action Strike} with the etched weapon." - ], - "generic": false + ] }, { "name": "Spell-storing", @@ -19993,8 +18664,7 @@ ], "price": { "coin": "gp", - "amount": 2700, - "note": null + "amount": 2700 }, "usage": "etched onto a melee weapon", "category": "Rune", @@ -20013,8 +18683,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, "requirements": "On your previous action this turn, you hit and damaged a creature with this weapon", "entries": [ "You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the weapon and allows a spell to be cast into it again.", @@ -20031,15 +18699,11 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it." ] } - ], - "generic": false + ] }, { "name": "Spellbook (blank)", @@ -20053,7 +18717,7 @@ }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "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.", { @@ -20079,17 +18743,15 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Shield", "group": "Shield", "entries": [ "This shield bears eldritch glyphs to guard against magic. While you have this steel shield (Hardness 6, HP 24, BT 12) raised, you gain its circumstance bonus to saving throws against spells that target you (as well as to AC)." - ], - "generic": false + ] }, { "name": "Spellstrike Ammunition", @@ -20107,10 +18769,7 @@ "number": 2, "unit": "action" }, - "components": "{@action Cast a Spell}", - "requirements": null, - "frequency": null, - "trigger": null + "components": "{@action Cast a Spell}" }, "ammunition": [ "any" @@ -20129,8 +18788,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "Maximum Spell Level 1st." @@ -20157,8 +18815,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "entries": [ "Maximum Spell Level 2nd." @@ -20185,8 +18842,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "entries": [ "Maximum Spell Level 3rd." @@ -20213,8 +18869,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "entries": [ "Maximum Spell Level 4th." @@ -20241,8 +18896,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "Maximum Spell Level 5th." @@ -20269,8 +18923,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "entries": [ "Maximum Spell Level 6th." @@ -20297,8 +18950,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 1300, - "note": null + "amount": 1300 }, "entries": [ "Maximum Spell Level 7th." @@ -20325,8 +18977,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "Maximum Spell Level 8th." @@ -20353,8 +19004,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, "entries": [ "Maximum Spell Level 9th." @@ -20391,8 +19041,7 @@ ], "price": { "coin": "gp", - "amount": 110, - "note": null + "amount": 110 }, "usage": "held in 2 hands", "bulk": "L", @@ -20401,17 +19050,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim {@condition clumsy} and maladroit.", { "type": "affliction", - "name": null, "traits": [], "DC": 28, "savingThrow": "Fortitude", @@ -20435,8 +19082,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Spike Snare", @@ -20452,14 +19098,12 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "category": "Snare", "entries": [ "This basic snare consists of {@condition hidden} spikes that rely on a creature's momentum to lacerate or potentially impale it as it enters the snare's square, dealing {@damage 2d8} piercing damage. The creature must attempt a DC 17 basic Reflex saving throw." - ], - "generic": false + ] }, { "name": "Spined Shield", @@ -20473,11 +19117,10 @@ ], "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Shield", "group": "Shield", "entries": [ @@ -20493,15 +19136,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You shoot one of the shield's spines at a target. A fired spine uses the spikes' statistics, but it is a martial ranged weapon with a range increment of 120 feet." ] } - ], - "generic": false + ] }, { "name": "Spyglass", @@ -20515,7 +19154,7 @@ }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A typical spyglass lets you see eight times farther than normal." ], @@ -20531,8 +19170,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "entries": [ "A fine spyglass adds a +1 item bonus to {@skill Perception} checks to notice details at a distance." @@ -20552,21 +19190,16 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This intricately carved wooden staff is warm to the touch and thrums with inner energy. While wielding the staff, you gain a +2 circumstance bonus to checks to identify abjuration magic.", { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -20580,8 +19213,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -20599,8 +19231,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ { @@ -20617,8 +19248,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ { @@ -20644,21 +19274,16 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This ash staff is decorated with animals; wielding it, you gain a +2 circumstance bonus to checks to identify conjuration magic.", { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -20672,8 +19297,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -20691,8 +19315,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ { @@ -20709,8 +19332,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ { @@ -20736,21 +19358,16 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "Semiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance bonus to checks to identify divination magic.", { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -20764,8 +19381,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -20783,8 +19399,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ { @@ -20801,8 +19416,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ { @@ -20828,21 +19442,16 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. While wielding the staff, you gain a +2 circumstance bonus to checks to identify enchantment magic.", { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -20856,8 +19465,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -20875,8 +19483,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ { @@ -20896,8 +19503,7 @@ ], "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ { @@ -20923,21 +19529,16 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This staff is tapered at the base and carved into a gemstudded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify evocation magic.", { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -20951,8 +19552,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -20970,8 +19570,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ { @@ -20988,8 +19587,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ { @@ -21015,7 +19613,7 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This staff resembles a blackened and burned length of ashen wood. It smells faintly of soot and glows as if lit by embers.", @@ -21023,14 +19621,9 @@ { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -21044,8 +19637,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [ { @@ -21062,8 +19654,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [ { @@ -21080,8 +19671,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [ { @@ -21107,21 +19697,16 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the {@spell heal} spell using your own spell slots or using charges from the staff.", { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -21135,8 +19720,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "entries": [ "The item bonus granted to {@spell heal} spells is +1.", @@ -21154,8 +19738,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 470, - "note": null + "amount": 470 }, "entries": [ "The item bonus granted to {@spell heal} spells is +2.", @@ -21173,8 +19756,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [ "The item bonus granted to {@spell heal} spells is +3.", @@ -21192,8 +19774,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 9200, - "note": null + "amount": 9200 }, "entries": [ "The item bonus granted to {@spell heal} spells is +4.", @@ -21221,11 +19802,10 @@ ], "price": { "coin": "gp", - "amount": 425, - "note": null + "amount": 425 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This simple iron staff is capped with a faceted, clear gem.", @@ -21239,9 +19819,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The gem at the top of the staff glows as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes." ] @@ -21249,14 +19826,9 @@ { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list.", { @@ -21270,8 +19842,7 @@ ] } ], - "craftReq": "Supply one casting of all listed levels of all listed spells.", - "generic": false + "craftReq": "Supply one casting of all listed levels of all listed spells." }, { "name": "Staff of Illusion", @@ -21285,7 +19856,7 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This ornately designed metal staff shines with precious inlays of gold. When you {@action Cast a Spell} from the staff, the illusory image of something you desire flashes across its surface.", @@ -21293,14 +19864,9 @@ { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -21314,8 +19880,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -21333,8 +19898,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ { @@ -21351,8 +19915,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ { @@ -21378,21 +19941,16 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This twisted and grim-looking staff is adorned with hideous skull and bone motifs. While wielding the staff, you gain a +2 circumstance bonus to checks to identify necromancy magic.", { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -21406,8 +19964,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -21425,8 +19982,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ { @@ -21443,8 +19999,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ { @@ -21472,11 +20027,10 @@ ], "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. When used as a weapon, a staff of power is a +2 greater striking staff.", @@ -21485,14 +20039,9 @@ { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list.", { @@ -21510,8 +20059,7 @@ ] } ], - "craftReq": "Supply one casting of all listed levels of all listed spells.", - "generic": false + "craftReq": "Supply one casting of all listed levels of all listed spells." }, { "name": "Staff of the Magi", @@ -21527,11 +20075,10 @@ ], "price": { "coin": "gp", - "amount": 90000, - "note": null + "amount": 90000 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "Sigils and runes of ancient and powerful magic cover the iron cladding on this long wooden staff. A staff of the magi is a +3 major striking staff, and when wielding it you gain a +1 circumstance bonus to saving throws against spells.", @@ -21539,14 +20086,9 @@ { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list.", { @@ -21567,8 +20109,7 @@ ] } ], - "craftReq": "Supply one casting of all listed levels of all listed spells.", - "generic": false + "craftReq": "Supply one casting of all listed levels of all listed spells." }, { "name": "Staff of Transmutation", @@ -21582,7 +20123,7 @@ "Transmutation" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "A glass orb atop this metal staff contains fine, undulating sand.", @@ -21590,14 +20131,9 @@ { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -21611,8 +20147,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -21630,8 +20165,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ { @@ -21648,8 +20182,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ { @@ -21678,8 +20211,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "category": "Snare", "entries": [ @@ -21693,8 +20225,7 @@ "Critical Failure": "As failure, and the creature is {@condition blinded} until the end of its next turn." } } - ], - "generic": false + ] }, { "name": "Stone Bullet", @@ -21709,18 +20240,16 @@ ], "price": { "coin": "gp", - "amount": 1300, - "note": null + "amount": 1300 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "sling bullets" @@ -21729,8 +20258,7 @@ "entries": [ "This sling bullet looks like a {@condition petrified} serpent's eye. A creature hit by an activated stone bullet is subject to the effects of a 6th-level {@spell flesh to stone} spell (DC 34)." ], - "craftReq": "Supply one casting of flesh to stone.", - "generic": false + "craftReq": "Supply one casting of flesh to stone." }, { "name": "Stone Fist Elixir", @@ -21746,8 +20274,7 @@ ], "price": { "coin": "gp", - "amount": 13, - "note": null + "amount": 13 }, "usage": "held in 1 hand", "bulk": "L", @@ -21756,16 +20283,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ "Your fists become hard as stone. For 1 hour, your fists deal {@damage 1d6} bludgeoning damage and lose the {@trait nonlethal} trait." - ], - "generic": false + ] }, { "name": "Storm Arrow", @@ -21782,18 +20307,16 @@ ], "price": { "coin": "gp", - "amount": 130, - "note": null + "amount": 130 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "arrow" @@ -21811,8 +20334,7 @@ "Critical Failure": "As failure, but the foe takes double damage." } } - ], - "generic": false + ] }, { "name": "Storm Flash", @@ -21826,7 +20348,7 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Weapon", "entries": [ "This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above.", @@ -21845,8 +20367,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cast a 6th-level {@spell lightning bolt} (DC 33)." ] @@ -21868,7 +20388,6 @@ "freq": 1 }, "trigger": "An {@trait electricity} effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area", - "requirements": null, "entries": [ "You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the {@trait electricity} effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect." ] @@ -21881,8 +20400,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [] }, @@ -21891,8 +20409,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 21000, - "note": null + "amount": 21000 }, "entries": [ "This is a +3 greater striking greater shock rapier. When activating the sword to cast {@spell lightning bolt}, the spell is 8th level (DC 38)." @@ -21926,8 +20443,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 65, - "note": null + "amount": 65 }, "entries": [] }, @@ -21936,8 +20452,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1065, - "note": null + "amount": 1065 }, "entries": [ "The weapon deals three weapon damage dice." @@ -21948,8 +20463,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 31065, - "note": null + "amount": 31065 }, "entries": [ "The weapon deals four weapon damage dice." @@ -21971,14 +20485,12 @@ ], "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "category": "Snare", "entries": [ "You affix a trip line or other trigger to a group of either stones or wooden stakes to strike a creature that enters the snare's square. The creature must attempt a DC 26 basic Reflex saving throw. If you choose stones, the snare deals {@damage 9d8} bludgeoning damage; if you choose spikes, it deals {@damage 9d8} piercing damage." - ], - "generic": false + ] }, { "name": "Stunning Snare", @@ -21994,8 +20506,7 @@ ], "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "category": "Snare", "entries": [ @@ -22009,8 +20520,7 @@ "Critical Failure": "The creature takes double damage and is {@condition flat-footed} for 1 minute and {@condition stunned 4}." } } - ], - "generic": false + ] }, { "name": "Sturdy Shield", @@ -22023,7 +20533,7 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Shield", "group": "Shield", "entries": [ @@ -22036,10 +20546,9 @@ "level": 4, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, - "shieldStats": { + "shieldData": { "hardness": 8, "hp": 64, "bt": 32 @@ -22053,10 +20562,9 @@ "level": 7, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, - "shieldStats": { + "shieldData": { "hardness": 10, "hp": 80, "bt": 40 @@ -22070,10 +20578,9 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, - "shieldStats": { + "shieldData": { "hardness": 13, "hp": 104, "bt": 52 @@ -22087,10 +20594,9 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, - "shieldStats": { + "shieldData": { "hardness": 15, "hp": 120, "bt": 60 @@ -22104,10 +20610,9 @@ "level": 16, "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, - "shieldStats": { + "shieldData": { "hardness": 17, "hp": 136, "bt": 68 @@ -22121,10 +20626,9 @@ "level": 19, "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, - "shieldStats": { + "shieldData": { "hardness": 20, "hp": 160, "bt": 80 @@ -22148,8 +20652,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", @@ -22158,16 +20661,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Tool", "entries": [ "This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet)." - ], - "generic": false + ] }, { "name": "Survey Map", @@ -22181,7 +20682,7 @@ ], "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "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 {@action Recall Knowledge}, provided the checks are related to the location detailed on the map. The GM determines what maps are available in any location. " ], @@ -22191,8 +20692,7 @@ "type": "Survey Map", "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [] }, @@ -22201,8 +20701,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "hands": 2, "entries": [ @@ -22226,27 +20725,24 @@ ], "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "usage": "affixed to a shield", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You take damage from a physical attack while you don't have the affixed shield raised." }, "category": "Talisman", "entries": [ "This clear quartz cabochon attaches to the center of your shield. When you activate the cabochon, you use the {@feat Shield Block} reaction even if you hadn't raised the affixed shield (and even if you don't normally have that reaction)." - ], - "generic": false + ] }, { "name": "Tack", @@ -22256,11 +20752,10 @@ "type": "Item", "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "bulk": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "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. " ] @@ -22283,10 +20778,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -22303,8 +20797,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The target takes a \u201310-foot penalty, and the {@action Escape} DC is 17." @@ -22336,8 +20829,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "You gain a +1 item bonus to attack rolls, the target takes a \u201315-foot penalty, and the {@action Escape} DC is 19." @@ -22369,8 +20861,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "You gain a +2 item bonus to attack rolls, the target takes a \u201315-foot penalty, and the {@action Escape} DC is 28." @@ -22402,8 +20893,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "You gain a +3 item bonus to attack rolls, the target takes a \u201320-foot penalty, and the {@action Escape} DC is 37." @@ -22447,8 +20937,7 @@ ], "price": { "coin": "gp", - "amount": 12000, - "note": null + "amount": 12000 }, "usage": "held in 2 hands", "bulk": "L", @@ -22457,17 +20946,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios.", { "type": "affliction", - "name": null, "traits": [], "DC": 46, "savingThrow": "Fortitude", @@ -22491,8 +20978,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Ten-Foot Pole", @@ -22502,12 +20988,11 @@ "type": "Item", "price": { "coin": "cp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": 1, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "When wielding this long pole, you can use {@action Seek} to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon. " ] @@ -22519,7 +21004,7 @@ "equipment": true, "type": "Item", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [], "generic": "G", "variants": [ @@ -22527,8 +21012,7 @@ "type": "Pup", "price": { "coin": "sp", - "amount": 8, - "note": null + "amount": 8 }, "bulk": "L", "entries": [] @@ -22537,8 +21021,7 @@ "type": "Four-person", "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": 1, "entries": [] @@ -22548,8 +21031,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "bulk": 12, "entries": [] @@ -22564,12 +21046,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "You need thieves' tools to {@action Pick a Lock||Pick Locks} or {@action Disable a Device||Disable Devices} (of some types) using the {@skill Thievery} skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with {@item replacement picks (generic)||replacement picks} appropriate to your tools; this doesn't require using the {@action Repair} action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. " ], @@ -22596,8 +21077,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "hands": 2, "entries": [ @@ -22623,8 +21103,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "source": "LOPSG", "page": 114, @@ -22658,11 +21137,9 @@ ], "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "When invested, this ornate crown and its incandescent gemstone meld into your head and take the form of a tattoo.", @@ -22683,14 +21160,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You gain the effects of an 8th-level {@spell true seeing} spell." ] } - ], - "generic": false + ] }, { "name": "Thundering", @@ -22718,8 +21192,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -22728,8 +21201,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [ "The save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target's sonic resistance." @@ -22757,10 +21229,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -22773,8 +21244,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The bomb deals {@damage 1d4} sonic damage and 1 sonic splash damage, and the DC is 17." @@ -22805,8 +21275,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "You gain a +1 item bonus to attack rolls. The bomb deals {@damage 2d4} sonic damage and 2 sonic splash damage, and the DC is 20." @@ -22837,8 +21306,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "You gain a +2 item bonus to attack rolls. The bomb deals {@damage 3d4} sonic damage and 3 sonic splash damage, and the DC is 28." @@ -22869,8 +21337,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "You gain a +3 item bonus to attack rolls. The bomb deals {@damage 4d4} sonic damage and 4 sonic splash damage, and the DC is 36." @@ -22909,7 +21376,7 @@ "Divine" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This brass censer dangles on a length of chain.", @@ -22924,9 +21391,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to {@skill Religion} checks, and any critical failure you roll when you {@action Decipher Writing} of a religious nature is a failure instead." ] @@ -22939,8 +21403,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [] }, @@ -22949,8 +21412,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ "The thurible grants a +2 bonus. Once per day, when you activate the thurible, you can increase its revelations. During that activation, you can hold the thurible up to your eyes with an {@action Interact} action to gain the effects of see invisibility for 1 round by peering through the smoke." @@ -22961,8 +21423,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 19000, - "note": null + "amount": 19000 }, "entries": [ "The thurible grants a +3 bonus. The greater version shares the once-per-day enhanced revelations of the moderate version, except peering through the smoke also grants you the effects of true seeing." @@ -22984,27 +21445,24 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You {@action Strike} with the affixed weapon." }, "category": "Talisman", "entries": [ "This tiger formed of pewter snarls viciously from your weapon's grip. When you activate the tiger, the affixed weapon gains the {@trait sweep} trait for the triggering attack and all other attacks for 1 minute." - ], - "generic": false + ] }, { "name": "Tindertwig", @@ -23019,26 +21477,22 @@ ], "price": { "coin": "sp", - "amount": 2, - "note": null + "amount": 2 }, "usage": "held in 1 hand", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Tool", "entries": [ "An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the tindertwig and touch it to a flammable object as part of the same {@action Interact} action." - ], - "generic": false + ] }, { "name": "Tool", @@ -23046,7 +21500,7 @@ "page": 288, "equipment": true, "type": "Item", - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing {@damage 1d4} damage for a short tool or {@damage 1d6} for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed. " ], @@ -23056,8 +21510,7 @@ "type": "Long", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": 1, "hands": 2, @@ -23067,8 +21520,7 @@ "type": "Short", "price": { "coin": "sp", - "amount": 4, - "note": null + "amount": 4 }, "bulk": "L", "hands": "1+", @@ -23084,12 +21536,11 @@ "type": "Item", "price": { "coin": "cp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage. " ] @@ -23117,8 +21568,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -23127,8 +21577,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 660, - "note": null + "amount": 660 }, "entries": [ "The goggles grant a +2 bonus. If you fail a check to {@action Track}, you can try again after 15 minutes rather than an hour." @@ -23148,11 +21597,10 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "Before it's activated, this item appears to be an ash rod capped with steel on either end.", @@ -23167,16 +21615,12 @@ "Interact", "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You imagine a specific simple tool, and the any-tool transforms into it.", "(Usually, you can choose from a tool listed in Chapter 6). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an {@action Interact} action." ] } - ], - "generic": false + ] }, { "name": "Trip Snare", @@ -23192,8 +21636,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "category": "Snare", "entries": [ @@ -23209,8 +21652,7 @@ "Critical Failure": "The creature falls {@condition prone} and takes {@damage 1d6} bludgeoning damage." } } - ], - "generic": false + ] }, { "name": "Triton's Conch", @@ -23224,8 +21666,7 @@ ], "price": { "coin": "gp", - "amount": 640, - "note": null + "amount": 640 }, "usage": "held in 1 hand", "bulk": "L", @@ -23242,15 +21683,11 @@ "components": [ "Interact (auditory)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You can raise the conch to your lips and blow into it, letting out a long, rumbling note. For the next minute, you and all allies who were within 30 feet of you when you activated the conch gain a +2 item bonus to {@skill Athletics} checks to {@action Swim} and can breathe under water." ] } - ], - "generic": false + ] }, { "name": "Truesight Potion", @@ -23266,8 +21703,7 @@ ], "price": { "coin": "gp", - "amount": 1500, - "note": null + "amount": 1500 }, "usage": "held in 1 hand", "bulk": "L", @@ -23276,16 +21712,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-level {@spell true seeing} spell that has a counteract modifier of +25." - ], - "generic": false + ] }, { "name": "Truth Potion", @@ -23303,8 +21737,7 @@ ], "price": { "coin": "gp", - "amount": 46, - "note": null + "amount": 46 }, "usage": "held in 1 hand", "bulk": "L", @@ -23313,10 +21746,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -23330,8 +21762,7 @@ "Critical Failure": "As failure, and when someone asks you a question, you must attempt another DC 19 Will saving throw. If you fail this saving throw, you must answer the question truthfully if you are able to do so; if you succeed, you are temporarily immune to further attempts to ask the same question within the potion's duration." } } - ], - "generic": false + ] }, { "name": "Twining Staff", @@ -23345,8 +21776,7 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "held in 1 or 2 hands", "bulk": "\u2014 to 2", @@ -23363,16 +21793,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cause the twigs to rapidly grow or contract, reshaping into a +1 striking staff, a +1 striking bo staff, or its disc form. In its disc form, it has negligible Bulk and must be held in one hand to be activated. In the other forms, it has the same Bulk as a normal weapon of its type. You can switch your grip as part of the activation.", "When you expand the item, you can use the force of the expansion to {@action High Jump} or to try to {@action Force Open} a door or the like by wedging the disc into a gap before activation. The staff makes the {@skill Athletics} check with a +15 modifier." ] } - ], - "generic": false + ] }, { "name": "Unholy", @@ -23387,8 +21813,7 @@ ], "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "usage": "etched onto a weapon without a holy rune", "category": "Rune", @@ -23414,14 +21839,12 @@ "freq": 1 }, "trigger": "You critically succeed at an attack roll against a good creature with the weapon", - "requirements": null, "entries": [ "The target takes {@condition persistent damage||persistent bleed damage} equal to {@dice 1d8} per weapon damage die of the etched weapon." ] } ], - "craftReq": "You are evil.", - "generic": false + "craftReq": "You are evil." }, { "name": "Unholy Water", @@ -23437,8 +21860,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", @@ -23447,18 +21869,16 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Consumable", "entries": [ "An evil deity's malice lies within this vial of water. You activate a vial of unholy water by throwing it as a {@action Strike}. It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the {@trait manipulate} trait to the attack made with it.", "Unholy water deals {@damage 1d6} evil damage and 1 evil splash damage.", "It damages only celestials and creatures that have a weakness to evil damage." - ], - "generic": false + ] }, { "name": "Vanishing Coin", @@ -23474,27 +21894,25 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are a master in {@skill Stealth}.", - "frequency": null, "trigger": "You attempt a {@skill Stealth} check for initiative, but you haven't rolled yet" }, "category": "Talisman", "entries": [ "This copper coin dangles from a leather strip strung through a hole drilled in the center. Until activated, the coin becomes {@condition invisible} for a few seconds at random intervals every few minutes. When you activate the coin, it casts a 2nd-level {@spell invisibility} spell on you, lasting until the end of your next turn." - ], - "generic": false + ] }, { "name": "Ventriloquist's Ring", @@ -23508,23 +21926,24 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to {@skill Deception} checks.", { "type": "ability", "style": "compact", + "idName": "Ventriloquist's Ring", "activity": { "number": 2, "unit": "action" }, + "frequency": { + "unit": "day", + "freq": 1 + }, "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Twisting the ring around your finger allows you to magically throw your voice, with the effects of a {@spell ventriloquism} spell (DC 19)." ] @@ -23537,8 +21956,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -23547,12 +21965,40 @@ "level": 9, "price": { "coin": "gp", - "amount": 670, - "note": null + "amount": 670 + }, + "_mod": { + "entriesMode": "generic", + "entries": [ + { + "mode": "replaceTxt", + "replaceTags": true, + "replace": "\\+1", + "with": "+2" + }, + { + "mode": "replaceArr", + "replaceTags": true, + "replace": "Ventriloquist's Ring", + "items": { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "Interact" + ], + "entries": [ + "Twisting the ring around your finger allows you to magically throw your voice, with the effects of a 2nd-level {@spell ventriloquism} (DC 27)." + ] + } + } + ] }, "entries": [ - "The ring grants a +2 bonus. When you activate the ring, you gain the effects of 2nd-level {@spell ventriloquism} (DC 27)", - "You can activate the ring any number of times per day." + "The ring grants a +2 bonus. When you activate the ring, you gain the effects of 2nd-level {@spell ventriloquism} (DC 27). You can activate the ring any number of times per day." ] } ] @@ -23569,21 +22015,16 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to {@skill Nature} checks to identify plants.", { "type": "ability", "style": "compact", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -23597,8 +22038,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 225, - "note": null + "amount": 225 }, "entries": [ { @@ -23616,8 +22056,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1750, - "note": null + "amount": 1750 }, "entries": [ { @@ -23645,18 +22084,16 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "command", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "command" + ] }, "ammunition": [ "arrow" @@ -23664,8 +22101,7 @@ "category": "Ammunition", "entries": [ "Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow's shaft splits and grows, wrapping the target in vines. The target takes a \u201310-foot circumstance penalty to its Speeds for {@dice 2d4} rounds, or until it {@action Escape||Escapes} against a DC of 19. On a critical hit, the target is also {@condition immobilized} until it {@action Escape||Escapes}." - ], - "generic": false + ] }, { "name": "Viper Arrow", @@ -23680,18 +22116,16 @@ ], "price": { "coin": "gp", - "amount": 17, - "note": null + "amount": 17 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "command", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "command" + ] }, "ammunition": [ "arrow" @@ -23701,8 +22135,7 @@ "The shaft of this arrow is covered in fine green scales, and its iron head comes to a pair of points almost like fangs. After an activated viper arrow hits a target, the arrow transforms into a viper (Pathfinder Bestiary 302). The target is affected by the viper's poison, as if it had been bitten. The viper then lands in an open space adjacent to the target.", "The viper has the summoned trait and acts at the end of your turn, even though you didn't use the {@action Sustain a Spell} action. It is under the GM's control, but it generally attacks the creature the arrow struck. The viper vanishes after 1 minute or when slain." ], - "craftReq": "Supply one casting of {@spell summon animal}.", - "generic": false + "craftReq": "Supply one casting of {@spell summon animal}." }, { "name": "Viper's Fang", @@ -23718,20 +22151,18 @@ ], "price": { "coin": "gp", - "amount": 850, - "note": null + "amount": 850 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "reaction", "entry": "{@as R}" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "A creature within your reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a move action it's using" }, "category": "Talisman", @@ -23739,8 +22170,7 @@ "You are a master with the affixed weapon.", "When you activate this resin-strengthened viper skull, you make an {@action Attack of Opportunity} against the triggering creature.", "If you have {@action Attack of Opportunity}, you can activate the viper's fang as a free action." - ], - "generic": false + ] }, { "name": "Vorpal", @@ -23755,8 +22185,7 @@ ], "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "usage": "etched onto a slashing melee weapon", "category": "Rune", @@ -23777,15 +22206,12 @@ "envision (death", "incapacitation)" ], - "frequency": null, "trigger": "You roll a natural 20 on a {@action Strike} with the weapon, critically succeed, and deal slashing damage.", - "requirements": null, "entries": [ "The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head." ] } - ], - "generic": false + ] }, { "name": "Voyager's Pack", @@ -23801,11 +22227,9 @@ ], "price": { "coin": "gp", - "amount": 14800, - "note": null + "amount": 14800 }, "usage": "worn backpack", - "bulk": "\u2014", "category": "Worn", "entries": [ "This leather rucksack has icons burned into it, and every time it's taken to a plane it hasn't been to before, a new icon representing that plane scorches into the surface. The pack grants you a +3 bonus to {@skill Survival} checks.", @@ -23824,15 +22248,11 @@ "envision", "Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-level {@spell plane shift} or {@spell teleport} spell, transporting you and everyone attached to the pack. Attempt a DC 45 {@skill Survival} check. On a success, you arrive 25 miles off target using plane shift or halve the distance you're off-target with teleport. On a critical success, you arrive exactly on target." ] } - ], - "generic": false + ] }, { "name": "Wand of Continuation", @@ -23865,8 +22285,6 @@ "overcharge": true }, "note": "the activation takes {@as 2} if the spell normally takes {@as 1} to cast, or {@as 3} if the spell normally takes {@as 2}", - "trigger": null, - "requirements": null, "entries": [ "You {@action Cast a Spell||Cast the Spell}, and its duration is increased by half." ] @@ -23880,8 +22298,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [] }, @@ -23890,8 +22307,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "entries": [] }, @@ -23900,8 +22316,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -23910,8 +22325,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [] }, @@ -23920,8 +22334,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [] }, @@ -23930,8 +22343,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [] }, @@ -23940,8 +22352,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "entries": [] }, @@ -23950,8 +22361,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "entries": [] } @@ -23990,8 +22400,6 @@ "unit": "day", "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast a {@spell heal} spell at the indicated level." ] @@ -24005,8 +22413,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -24015,8 +22422,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [] }, @@ -24025,8 +22431,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "entries": [] }, @@ -24035,8 +22440,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -24045,8 +22449,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1500, - "note": null + "amount": 1500 }, "entries": [] }, @@ -24055,8 +22458,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [] }, @@ -24065,8 +22467,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [] }, @@ -24075,8 +22476,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "entries": [] }, @@ -24085,8 +22485,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "entries": [] } @@ -24125,8 +22524,6 @@ "unit": "day", "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell magic missile} of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of magic missile. Choose targets each time. This lasts for 1 minute, until you're no longer wielding the wand, or until you try to activate the wand again." ] @@ -24140,8 +22537,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [] }, @@ -24150,8 +22546,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -24160,8 +22555,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [] }, @@ -24170,8 +22564,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "entries": [] } @@ -24209,8 +22602,6 @@ "unit": "day", "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell finger of death} of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell's level." ] @@ -24224,8 +22615,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "entries": [] }, @@ -24234,8 +22624,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [] }, @@ -24244,8 +22633,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "entries": [] } @@ -24279,8 +22667,6 @@ "unit": "day", "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell fireball} of the indicated level. Each creature that fails its save takes {@condition persistent damage||persistent fire damage}." ] @@ -24294,8 +22680,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [ "{@condition persistent damage} {@damage 1d6}." @@ -24312,8 +22697,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [ "{@condition persistent damage} {@damage 2d6}." @@ -24330,8 +22714,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "entries": [ "{@condition persistent damage} {@damage 3d6}." @@ -24348,8 +22731,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "entries": [ "{@condition persistent damage} {@damage 4d6}." @@ -24401,8 +22783,6 @@ "overcharge": true }, "note": "this activation takes {@as 2} if the spell normally takes {@as 1} to cast, or {@as 3} if the spell normally takes {@as 2}", - "trigger": null, - "requirements": null, "entries": [ "You {@action Cast a Spell||Cast the Spell}, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line." ] @@ -24416,8 +22796,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "entries": [] }, @@ -24426,8 +22805,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [] }, @@ -24436,8 +22814,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -24446,8 +22823,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [] }, @@ -24456,8 +22832,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [] }, @@ -24466,8 +22841,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "entries": [] }, @@ -24476,8 +22850,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "entries": [] }, @@ -24486,8 +22859,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [] }, @@ -24496,8 +22868,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "entries": [] } @@ -24518,15 +22889,13 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "category": "Snare", "entries": [ "Using materials specific to the area, you connect a sound-making component to a trip wire or a pressure plate.", "This snare is like an {@item alarm snare}, but its subtle sound blends into ambient noise. You can detect this sound as long as you're within 1,000 feet of the snare and aren't prevented from hearing it. Other creatures in that area who are searching might notice the sound if their {@skill Perception} check result meets or exceeds your Craft DC." - ], - "generic": false + ] }, { "name": "Waterskin", @@ -24536,12 +22905,11 @@ "type": "Item", "price": { "coin": "cp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": "L", "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature. " ] @@ -24560,11 +22928,9 @@ ], "price": { "coin": "gp", - "amount": 28, - "note": null + "amount": 28 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass.", @@ -24580,15 +22946,11 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The wayfinder is targeted by a 1st-level {@spell light} spell." ] } - ], - "generic": false + ] }, { "name": "Weapon Potency", @@ -24616,8 +22978,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 35, - "note": null + "amount": 35 }, "craftReq": "You are an expert in {@skill Crafting}.", "entries": [], @@ -24632,8 +22993,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 935, - "note": null + "amount": 935 }, "craftReq": "You are a master in {@skill Crafting}.", "entries": [ @@ -24650,8 +23010,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 8935, - "note": null + "amount": 8935 }, "craftReq": "You are legendary in {@skill Crafting}.", "entries": [ @@ -24686,11 +23045,9 @@ ], "price": { "coin": "gp", - "amount": 60000, - "note": null + "amount": 60000 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This delicate necklace contains bottled whispers distilled from a source on the Astral Plane rumored to be connected to the first lie ever told.", @@ -24707,16 +23064,12 @@ "envision", "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again." ] } ], - "craftReq": "Supply a casting of fabricated truth.", - "generic": false + "craftReq": "Supply a casting of fabricated truth." }, { "name": "Winged Boots", @@ -24731,8 +23084,7 @@ ], "price": { "coin": "gp", - "amount": 850, - "note": null + "amount": 850 }, "usage": "worn shoes", "bulk": "L", @@ -24754,14 +23106,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You speak a command word and click the boots' heels together to cause the wings to animate and flap rapidly, granting you a fly Speed of 30 feet for 10 minutes." ] } - ], - "generic": false + ] }, { "name": "Winter Wolf Elixir", @@ -24781,10 +23130,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -24797,8 +23145,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [] }, @@ -24807,8 +23154,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "entries": [ "You're also protected from extreme cold." @@ -24819,8 +23165,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [ "You're also protected from extreme and incredible cold." @@ -24842,27 +23187,23 @@ ], "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "envision" + ] }, "category": "Talisman", "entries": [ "This wolf canine is bound in a strip of leather and tied to a buckle or strap of a suit of armor. When you activate the fang, you deal bludgeoning damage equal to your Strength modifier to the target of your {@action Trip}. If your {@action Trip} would already deal physical damage that doesn't include an ability modifier, add your Strength modifier to that damage." ], - "generic": false, "trigger": "You successfully {@action Trip} a foe", "requirements": "You are trained in {@skill Athletics}." }, @@ -24880,8 +23221,7 @@ ], "price": { "coin": "gp", - "amount": 155, - "note": null + "amount": 155 }, "usage": "held in 1 hand", "bulk": "L", @@ -24890,10 +23230,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ @@ -24901,7 +23240,6 @@ "If you are afflicted with lycanthropy and survive stage 3 of wolfsbane, you're immediately cured of the lycanthropy.", { "type": "affliction", - "name": null, "traits": [], "DC": 30, "savingThrow": "Fortitude", @@ -24925,8 +23263,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Wondrous Figurine", @@ -24954,9 +23291,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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.", "If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost." @@ -24970,8 +23304,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ "This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions (Pathfinder Bestiary 52). The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other." @@ -24982,8 +23315,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 340, - "note": null + "amount": 340 }, "entries": [ "This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper (Pathfinder Bestiary 303). The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes." @@ -24994,8 +23326,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2700, - "note": null + "amount": 2700 }, "entries": [ "Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant (Pathfinder Bestiary 154) when activated. The elephant can be called upon no more than four times per month.", @@ -25010,8 +23341,7 @@ ], "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, "entries": [ "This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare (Pathfinder Bestiary 244). It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC {@flatDC 3} flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place." @@ -25022,8 +23352,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 34, - "note": null + "amount": 34 }, "entries": [ "This simple onyx statue transforms into a guard dog (Pathfinder Bestiary 102). The dog has a +4 circumstance bonus to {@skill Survival} checks to {@action Track}, and it has {@ability darkvision}.", @@ -25044,8 +23373,7 @@ ], "price": { "coin": "gp", - "amount": 340, - "note": null + "amount": 340 }, "usage": "etched onto a piercing or slashing melee weapon", "category": "Rune", @@ -25055,8 +23383,7 @@ "entries": [ "Weapons with wounding runes are said to thirst for blood.", "When you hit a creature with a wounding weapon, you deal an extra {@damage 1d6} {@condition persistent damage||persistent bleed damage}. On a critical hit, it instead deals {@damage 1d12} {@condition persistent damage||persistent bleed damage}." - ], - "generic": false + ] }, { "name": "Writing Set", @@ -25066,12 +23393,11 @@ "type": "Item", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with {@item extra ink and paper}." ] @@ -25090,8 +23416,7 @@ ], "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "usage": "held in 2 hands", "bulk": "L", @@ -25100,21 +23425,18 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Properly harvested and preserved, the poison from a wyvern's sting is effective and direct.", { "type": "affliction", - "name": null, "traits": [], "DC": 26, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -25134,8 +23456,7 @@ } ] } - ], - "generic": false + ] } ] } diff --git a/data/items/items-ec1.json b/data/items/items-ec1.json index 81755d8745..f22de5bdc7 100644 --- a/data/items/items-ec1.json +++ b/data/items/items-ec1.json @@ -15,8 +15,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "category": "Snare", "entries": [ @@ -30,9 +29,7 @@ "Critical Failure": "The creature is {@condition blinded} for 1 round and {@condition dazzled} for 10 minutes after." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Fang Snare", @@ -49,8 +46,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "category": "Snare", "entries": [ @@ -64,9 +60,7 @@ "Critical Failure": "The target takes 2 piercing damage and {@damage 4d8} poison damage." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Grasping Tree", @@ -83,8 +77,7 @@ ], "price": { "coin": "gp", - "amount": 9, - "note": null + "amount": 9 }, "category": "Snare", "entries": [ @@ -98,9 +91,7 @@ "Critical Failure": "The target takes {@damage 2d4} slashing damage and is {@condition immobilized} until it destroys the snare (AC 16, HP 25) or Escapes (DC 19)." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Thunder Snare", @@ -117,8 +108,7 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "category": "Snare", "entries": [ @@ -133,9 +123,7 @@ } } ], - "craftReq": "1 lesser thunderstone.", - "generic": false, - "consumable": true + "craftReq": "1 lesser thunderstone." }, { "name": "Torrent Snare", @@ -152,8 +140,7 @@ ], "price": { "coin": "gp", - "amount": 9, - "note": null + "amount": 9 }, "category": "Snare", "entries": [ @@ -166,9 +153,7 @@ "Critical Failure": "The target falls {@condition prone} and is forced into one of the other squares soaked by the snare." } } - ], - "generic": false, - "consumable": true + ] } ] } diff --git a/data/items/items-ec2.json b/data/items/items-ec2.json index e0d653042d..62794e8b0a 100644 --- a/data/items/items-ec2.json +++ b/data/items/items-ec2.json @@ -14,11 +14,10 @@ ], "price": { "coin": "gp", - "amount": 235, - "note": null + "amount": 235 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "This +1 striking bo staff is particularly long, making it useful as a balancing pole. While you wield it, the acrobat's staff releases chalk dust to make your grip more secure, granting you a +1 circumstance bonus to your Reflex DC against checks to {@action Disarm} you of it.", @@ -31,15 +30,12 @@ "components": [ "command" ], - "frequency": null, "trigger": "You fail or critically fail an", - "requirements": null, "entries": [ "Reroll the {@skill Acrobatics} check and take the better result." ] } ], - "generic": false, "consumable": false }, { @@ -58,28 +54,24 @@ ], "price": { "coin": "gp", - "amount": 26, - "note": null + "amount": 26 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You use a feat or ability to reroll a failed or critically failed Reflex saving throw" }, "category": "Talisman", "entries": [ "(such as Cat's Luck or Halfling Luck)", "This clay figurine resembles a white cat with a paw outstretched. When it's activated, any allies within 10 feet who also just failed or critically failed a Reflex saving throw from the same source (such as a {@spell fireball} spell) can also reroll their saving throw and use the better result." - ], - "generic": false, - "consumable": true + ] }, { "name": "Bullhook", @@ -93,7 +85,7 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to {@skill Nature} checks to {@action Command an Animal} while you are holding it.", @@ -111,8 +103,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You wave the bullhook to produce the effects of a {@spell command} spell. This spell loses the {@trait linguistic} trait and can target only animals." ] @@ -125,8 +115,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [ "The item bonus is +2, the {@spell command} spell is 1st level, and the DC is 18." @@ -137,8 +126,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1900, - "note": null + "amount": 1900 }, "craftReq": "Supply a casting of command of the appropriate level.", "entries": [ @@ -162,8 +150,7 @@ ], "price": { "coin": "gp", - "amount": 850, - "note": null + "amount": 850 }, "usage": "held in 1 hand", "bulk": "L", @@ -183,8 +170,6 @@ "unit": "day", "freq": 3 }, - "trigger": null, - "requirements": null, "entries": [ "The chalice fills with one of three different wines of your choosing, as described below. The wine looks, tastes, and smells the same regardless of which type you choose, and detect magic has no effect on the liquid beyond indicating that it is magical.", { @@ -199,7 +184,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -216,8 +200,7 @@ ], "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "usage": "held in 2 hands", "bulk": "3", @@ -237,14 +220,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "When you push the left-hand button, the inspiring spotlight emits a beam of bright magical light in a 120-foot line that hangs in the air and remains in place even if you move the spotlight. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, the inspiring spotlight attempts to counteract the darkness. Creatures within the line gain a +1 item bonus to saving throws and Charisma-based skill checks. In addition, creatures in the line who are {@condition frightened} reduce the value of their {@condition frightened} condition by 1 at the beginning of each turn they start in the area of the line. The beam remains in place for 1 minute or until you push the righthand button with another {@action Interact} action to extinguish the light." ] } ], - "generic": false, "consumable": false }, { @@ -261,27 +241,22 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "held in 1 hand", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "You activate this folded lace handkerchief by spreading it out on the ground, where it grows to cover a 30-footby- 30-foot square area. Pale and diaphanous, the spread handkerchief is exceptionally difficult to see from more than 30 feet away and evaporates entirely after 1 minute. Any creature that falls on the net doesn't take falling damage." - ], - "generic": false, - "consumable": true + ] }, { "name": "Marvelous Calliope", @@ -297,8 +272,7 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "bulk": "L (when not activated)", "category": "Structure", @@ -316,9 +290,6 @@ "envision", "Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You blow a tune upon the slide whistle, causing the whistle to expand. The whistle sprouts from one into several, and then creates a large wooden frame and keyboard.", "By the time the unfolding is complete, the whistle fully transforms into a calliope, a wagon-sized contraption consisting of several steam whistles played like an organ. The calliope is heavy and anchored in place.", @@ -339,14 +310,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You play the calliope, causing it to cast {@spell charm} on one of the listeners." ] } ], - "generic": false, "consumable": false }, { @@ -363,8 +331,7 @@ ], "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "usage": "worn circlet", "bulk": "L", @@ -384,14 +351,12 @@ "unit": "hour", "freq": 1 }, - "trigger": null, "requirements": "You are within 10 feet of a moonstone pool", "entries": [ "You peer into the moonstone pool and gain access to all the visual history recorded within the receptacle by concentrating on the specific subject you wish to see. Conversely, you can choose to deposit your own memories into the pool by concentrating for 1 hour on the information you wish to impart." ] } ], - "generic": false, "consumable": false }, { @@ -407,20 +372,15 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This highly polished black wooden staff resembles an aristocrat's oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster's staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster's staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can't penetrate magical silence and you can't use this to extend an {@trait auditory} or {@trait sonic} effect through barriers that would otherwise block it.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -434,8 +394,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -453,8 +412,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [ { @@ -486,27 +444,22 @@ ], "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "usage": "held in 1 hand", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "This luminescent paste is made from the powdered bones of a long-forgotten saint, mixed with herbs and blessed by a priest. It typically comes in a tightly sealed, palmsized dish etched with holy symbols. Applying saints' balm to yourself or a creature within reach restores {@dice 3d8+10} Hit Points to the creature to which it's applied." - ], - "generic": false, - "consumable": true + ] }, { "name": "Spangled Rider's Suit", @@ -522,11 +475,10 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "worn armor", - "bulk": "1", + "bulk": 1, "category": "Armor", "entries": [ "This +1 resilient studded leather armor is adorned with colorful sequins that sparkle in even the faintest light. While wearing the spangled rider's suit, you gain a +2 item bonus to {@action Command an Animal} you are riding. Any animal you ride automatically knows the {@action Drop Prone} and {@action Step} basic actions, in addition to any other basic actions it knows (normally only {@action Leap}, {@action Seek}, {@action Stand}, {@action Stride}, and {@action Strike}).", @@ -539,15 +491,12 @@ "components": [ "(move)" ], - "frequency": null, "trigger": "You take damage while mounted or your mount Drops {@condition Prone}", - "requirements": null, "entries": [ "You dismount, moving off your mount into a space adjacent to it." ] } ], - "generic": false, "consumable": false }, { @@ -564,8 +513,7 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "worn cloak", "bulk": "L", @@ -585,14 +533,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You gain 10 temporary Hit Points, which last for 10 minutes." ] } ], - "generic": false, "consumable": false }, { @@ -608,11 +553,10 @@ ], "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "usage": "held, 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "The handle of this braided leather +1 striking whip is made from the hairs of a variety of rare and mythical animals. When used against an animal, the whip of compliance can potentially force the target to follow your commands.", @@ -625,16 +569,12 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Until the end of your current turn, any animals you {@action Strike} with the whip must attempt a DC 25 Will save.", "On a failed or critically failed saving throw, the whip casts a 4th-level {@spell suggestion} spell on the animal with a base duration of 1 round, and the spell loses the {@trait linguistic} trait. The course of action must still fulfill suggestion's requirements. If you can cast spells, you can expend one of your spells of 4th level or higher as a part of activating the whip; if you do so, the suggestions this turn have their normal base duration." ] } ], - "generic": false, "consumable": false }, { @@ -662,8 +602,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 140, - "note": null + "amount": 140 }, "entries": [ "Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbowstriped ball python (Pathfinder Bestiary 302) except it lacks the {@skill Stealth} skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes." @@ -674,8 +613,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "entries": [ "This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear (Pathfinder Bestiary 40) with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot {@action Climb} or {@action Swim}, has a \u201310- foot circumstance penalty to its Speed, and is always {@condition flat-footed}. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked {@condition prone}, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour." diff --git a/data/items/items-ec3.json b/data/items/items-ec3.json index a914706bee..c08acf809a 100644 --- a/data/items/items-ec3.json +++ b/data/items/items-ec3.json @@ -14,8 +14,7 @@ ], "price": { "coin": "gp", - "amount": 850, - "note": null + "amount": 850 }, "usage": "held in 1 hand", "bulk": "L", @@ -35,15 +34,12 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You make a quick inscription on an adjacent golem creature of 11th level or lower. The golem must succeed at a DC 27 Reflex saving throw or you immediately gain control over the golem for 1 minute. A {@condition controlled} golem is {@condition helpful} toward you and follows your orders to the best of its ability as long as it is under your control. If the golem's original controller is within 60 feet of the golem and can see the golem, that controller can attempt a counteract check (DC 27) as a reaction to counteract this effect; on a success, the inscription disappears and the golem reverts to its pre-inscription state. The inscription can also be counteracted with dispel magic.", "If the golem you are targeting has already been inscribed with a golem stylus, you must attempt a counteract check against the previous inscription as part of activating the item, using your golem stylus's item level or your {@skill Arcana} skill check modifier as your counteract check modifier. If successful, you modify the existing inscription so that the golem falls under your control." ] } ], - "generic": false, "consumable": false }, { @@ -62,8 +58,7 @@ ], "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "usage": "worn", "bulk": "L", @@ -80,15 +75,12 @@ "components": [ "Frequency three times per day" ], - "frequency": null, - "trigger": null, "requirements": "You are standing on at least 5 feet of earthen material (such as stone, soil, clay, or sand)", "entries": [ "You sink into the ground and emerge at another location within 100 miles. This location must have an earthen surface at least 5 feet deep and you must be able to identify the location precisely by both its position relative to your starting position and its appearance or other identifying features. You can't carry extradimensional spaces with you to the destination, and if you attempt to do so, the activation fails." ] } ], - "generic": false, "consumable": false }, { @@ -104,11 +96,10 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "This ornate, compact shovel has a golden handle wrapped with beautiful crimson bulette leather. Its silver head never gets dirty or worn no matter how much you use it. Its true magic, however, is in its ability to dig on its own.", @@ -126,14 +117,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You place the shovel in a starting position and specify the dimensions and direction to dig (such as \"Dig down 8 feet in a rectangle sized 30 feet by 40 feet\" or \"Dig straight ahead for 30 feet\"). The shovel then animates and digs on its own at a rate of one 5-foot cube per 10 minutes until the task is complete or it is picked up. It can dig through dirt, gravel, sand, snow, or similar loose material, but the shovel stops digging (or digs around, if commanded) if it strikes stone or another solid material. A shoony shovel can sense if its digging path will cause a building to collapse, harm a creature, or otherwise create significant problems, in which case it automatically stops digging." ] } ], - "generic": false, "consumable": false }, { @@ -150,11 +138,9 @@ ], "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This pale gemstone grants its wearer a +2 item bonus to saving throws and the ability to discern a target's alignment (as detect alignment, but can detect chaotic, evil, good, and lawful auras simultaneously) at will by peering through the gemstone.", @@ -168,8 +154,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, "requirements": "You must be touching the heartstone", "entries": [ "The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23)." @@ -177,7 +161,6 @@ } ], "craftReq": "You must be a night hag.", - "generic": false, "consumable": false } ] diff --git a/data/items/items-ec4.json b/data/items/items-ec4.json index 1bcaf43c9f..82092aae3b 100644 --- a/data/items/items-ec4.json +++ b/data/items/items-ec4.json @@ -13,11 +13,10 @@ ], "price": { "coin": "gp", - "amount": 2800, - "note": null + "amount": 2800 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This hefty spiked club is made from the fossilized tail-club of a young ankylosaurus. It can be wielded as a +2 greater striking morningstar.", @@ -30,9 +29,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The ankylostar grows and transforms into a +2 greater striking greatclub, but it retains the versatile (piercing) trait of a morningstar.", "While in this form, the ankylostar has Bulk 2 and requires two hands to wield. It can be returned to its morningstar form with another 1-action command." @@ -52,14 +48,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "The ankylostar is in its greatclub form", "entries": [ "The ankylostar's length extends as you swing the club in a wide arc. You {@action Strike} up to three creatures in a 15-foot cone; this counts as one attack for the purpose of calculating your multiple attack penalty. Alternatively, you {@action Shove} up to three creatures in a 15-foot cone, rolling a separate {@skill Athletics} check for each creature." ] } ], - "generic": false, "consumable": false }, { @@ -75,11 +69,10 @@ ], "price": { "coin": "gp", - "amount": 1650, - "note": null + "amount": 1650 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This heavy bone shield is composed of a massive plate of dinosaur bone with jagged, tooth-like ridges ringing its edge. It has Hardness 12, HP 48, and BT 24. The ridges are unremovable +1 striking shield spikes that deal slashing damage instead of piercing damage.", @@ -93,9 +86,7 @@ "components": [ "Interact" ], - "frequency": null, "trigger": "A creature attacks you with a jaws or fangs", - "requirements": null, "entries": [ "You make a shield bash {@action Strike} as a reaction against the attacker. If the shield bash hits, the target takes damage and must attempt a DC 31 Fortitude saving throw. The effects of the saving throw are determined after the effects of the triggering {@action Strike} are resolved.", { @@ -109,7 +100,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -125,8 +115,7 @@ ], "price": { "coin": "gp", - "amount": 2800, - "note": null + "amount": 2800 }, "usage": "worn", "bulk": "L", @@ -142,9 +131,7 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You are {@condition grabbed} or are hit by an unarmed attack", - "requirements": null, "entries": [ "Your attacker must attempt a DC 28 Fortitude saving throw. Creatures with a stench aura, such as otyughs and xulgaths, are immune to this effect.", { @@ -158,7 +145,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -175,8 +161,7 @@ ], "price": { "coin": "gp", - "amount": 1250, - "note": null + "amount": 1250 }, "usage": "held in 1 hand", "bulk": "L", @@ -192,15 +177,12 @@ "components": [ "Interact (poison)" ], - "frequency": null, "trigger": "You successfully {@action Strike} a creature with the spore sap", - "requirements": null, "entries": [ "The spore sap releases a puff of stupefying fungal spores. The target must succeed at a DC 28 Fortitude save or become {@condition stupefied|CRB|stupefied 1} for 1 minute ({@condition stupefied|CRB|stupefied 2} on a critical failure)." ] } ], - "generic": false, "consumable": false }, { @@ -217,8 +199,7 @@ ], "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "usage": "held in 1 hand", "bulk": "L", @@ -238,8 +219,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You hurl the stoneraiser javelin at an unoccupied space within 30 feet. The javelin's power flows into the ground, which erupts in a 5-foot-radius burst of razor-sharp stalagmites.", "The stalagmites are 10 feet tall. Everything on each side of the stalagmites has cover from creatures on the opposite side, and the stalagmites' spaces are difficult terrain.", @@ -258,7 +237,6 @@ ] } ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-ec5.json b/data/items/items-ec5.json index 8207546a62..01c0087336 100644 --- a/data/items/items-ec5.json +++ b/data/items/items-ec5.json @@ -13,11 +13,10 @@ ], "price": { "coin": "gp", - "amount": 2800, - "note": null + "amount": 2800 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "The tip of this +2 greater striking spear is large and wickedly barbed, and the haft is inlaid with fine silver lines that run the length of the weapon. Wielded by specially trained xulgath cavalry, anchor spears are used to prevent the escape of gogiteths or other monsters capable of climbing or burrowing.", @@ -30,9 +29,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The anchor spear extends into a +2 greater striking longspear or back to its original form as a +2 greater striking spear." ] @@ -52,7 +48,6 @@ "freq": 1 }, "trigger": "You damage a creature using the anchor spear", - "requirements": null, "entries": [ "The spear embeds itself into the creature, and the spear's haft splits along the silver lines to become a series of hooks attached to a thin but strong cable. As long as the anchor spear remains embedded in the creature, any time the creature burrows or climbs, it treats normal terrain as difficult terrain and difficult terrain as greater difficult terrain. The creature can spend an {@action Interact} action to attempt a DC 32 {@skill Athletics} check to remove the spearhead.", { @@ -67,7 +62,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -84,16 +78,13 @@ ], "price": { "coin": "gp", - "amount": 2300, - "note": null + "amount": 2300 }, "usage": "worn necklace", - "bulk": "\u2014", "category": "Worn", "entries": [ "This heavy iron necklace is decorated with tiny gems that resemble the stars in the ceiling high above the Vault of the Black Desert. While you have invested this item, you cannot contract blightburn sickness. It doesn't cure blightburn sickness if you already have it, but the disease's stage can't progress while you wear it." ], - "generic": false, "consumable": false }, { @@ -110,11 +101,10 @@ ], "price": { "coin": "gp", - "amount": 2800, - "note": null + "amount": 2800 }, "usage": "worn saddle", - "bulk": "2", + "bulk": 2, "category": "Companion", "entries": [ "Developed by urdefhans for their skaveling mounts but quickly copied by other races' cavalry, this leather saddle is made from cave worm hide and is designed to fit a variety of flying steeds. In addition to a seat for the rider, the bomber's saddle has a bomb compartment situated underneath the mount. The compartment can hold up to six alchemical bombs of light or negligible Bulk.", @@ -127,9 +117,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You drop a single item from the saddle's compartment, which falls to the ground below. If the item is a bomb, make a ranged {@action Strike} with it." ] @@ -143,8 +130,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "The saddle's compartment is loaded with two to six bombs", "entries": [ "You drop the saddle's entire payload, scattering the bombs below. Make a single ranged {@action Strike} against an AC of 10. The AC increases by 1 for every 5 feet above the target area you are. On a failure, the bombs fly away wildly and deal no damage. On a successful attack roll, the bombs fall and shatter, starting in the target area and moving in a line of 5-foot spaces up to 30 feet long for six bombs, one bomb per space. The bombs don't directly hit any creatures; instead, creatures take splash damage from the bombs as usual, but combine the splash damage from multiple overlapping bombs together before applying weaknesses or resistances.", @@ -152,7 +137,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -183,8 +167,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 550, - "note": null + "amount": 550 }, "entries": [] }, @@ -193,8 +176,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 1100, - "note": null + "amount": 1100 }, "craftReq": "The initial raw ingredients must include an azure worm's scale.", "entries": [] @@ -204,14 +186,12 @@ "level": 18, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "craftReq": "The initial raw ingredients must include a crimson worm's liver.", "entries": [] } - ], - "consumable": true + ] }, { "name": "Greengut", @@ -227,8 +207,7 @@ ], "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "usage": "held in 1 hand", "bulk": "L", @@ -237,10 +216,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ @@ -255,9 +233,7 @@ "Critical Failure": "As failure, but the creature takes double damage and is {@condition sickened|CRB|sickened 2}." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Heedless Spurs", @@ -272,8 +248,7 @@ ], "price": { "coin": "gp", - "amount": 5200, - "note": null + "amount": 5200 }, "usage": "worn anklets", "bulk": "L", @@ -294,14 +269,12 @@ "interval": 10, "freq": 1 }, - "trigger": null, "requirements": "You are riding a mount", "entries": [ "You kick both spurs into your mount's flank. Your mount takes {@damage 2d6} {@condition persistent damage ||persistent bleed damage} and gains the {@condition quickened} condition for 1 minute or until the {@condition persistent damage ||persistent bleed damage} ends, whichever comes first. It can use the extra action only to {@action Stride}." ] } ], - "generic": false, "consumable": false }, { @@ -318,11 +291,10 @@ ], "price": { "coin": "gp", - "amount": 23500, - "note": null + "amount": 23500 }, "usage": "held in 1 hand", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "The twin serrated blades of this legendary rhoka sword (page 83) are dull black and constantly drip with blood.", @@ -341,8 +313,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cast a 9th-level {@spell paralyze} spell on the target." ] @@ -362,7 +332,6 @@ "freq": 1 }, "trigger": "You successfully {@action Strike} a creature with Life's", - "requirements": null, "entries": [ "The target must succeed at a DC 38 Fortitude save or take {@damage 4d6} negative damage; you gain an equal amount of temporary Hit Points that last 1 minute.", { @@ -376,7 +345,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -392,20 +360,15 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This rough metal staff is pitted and sandblasted, with thousands of nigh-imperceptible sand crystals embedded in its surface. While carrying the staff, you gain a +2 circumstance bonus to {@skill Occultism} checks to identify aberrations and oozes native to the Darklands.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from this list." ] @@ -419,8 +382,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1850, - "note": null + "amount": 1850 }, "entries": [ "Cantrip know direction 1st create water, purify food and drink, unseen servant 2nd darkvision, endure elements 3rd earthbind, neutralize poison, wanderer's guide 4th air walk, hallucinatory terrain, rope trick 5th pillars of sand (page 74), veil." @@ -431,8 +393,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 9500, - "note": null + "amount": 9500 }, "entries": [ "6th purple worm sting, summon entity 7th blightburn blast (page 73), control sand (page 73), unfettered pack." diff --git a/data/items/items-ec6.json b/data/items/items-ec6.json index 3e91eda591..188291eb1f 100644 --- a/data/items/items-ec6.json +++ b/data/items/items-ec6.json @@ -15,8 +15,7 @@ ], "price": { "coin": "gp", - "amount": 6200, - "note": null + "amount": 6200 }, "usage": "held in 1 hand", "bulk": "L", @@ -25,18 +24,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ "This elixir is usually stored in a small metal flask or miniature stein. The dark liquid sparkles as if it were full of stars and is considered sacred to {@deity Cayden Cailean} and to the cults of the Failed in Absalom. The next time you would die from damage within 8 hours after you drink the ambrosia, it prevents you from {@condition dying}, you regain 20 Hit Points, the elixir's benefits end, and you become temporarily immune to the ambrosia of undying hope for 24 hours.", "The ambrosia can't protect you from {@trait death} effects or disintegration, but it can protect against almost any other form of death via damage. You can only be under the effect of a single ambrosia of undying hope at a time." - ], - "generic": false, - "consumable": true + ] }, { "name": "Aroden's Hearthstone", @@ -69,7 +65,6 @@ "freq": 4, "unit": "year" }, - "trigger": null, "requirements": "You have Legendary proficiency in {@skill Crafting}", "entries": [ "You craft a magical weapon or armor of up to 20th level. You must attempt a {@skill Crafting} check as usual to create the item, but you need supply only raw materials worth a quarter of the item's Price, and you need not pay the remaining portion of the item's Price or spend additional downtime days working on it. While Aroden's Hearthstone is active, the stars in the sky, including Golarion's sun, appear to glow brighter within a 100-mile radius of the hearthstone." @@ -89,8 +84,6 @@ "freq": 1, "unit": "month" }, - "trigger": null, - "requirements": null, "entries": [ "Aroden's Hearthstone draws in heat from the world itself, causing the ambient temperature within 100 miles to drop below 0°F.", "Within 1 mile of the Hearthstone, the temperature drops to \u2013200°F, rivaling the frigid cold of outer space and dealing {@damage 4d6} cold damage each round to every creature in the area. This effect lasts 1 minute, during which time the nearest moon (probably Golarion's) appears an eerie blue color to any observers within 100 miles of the hearthstone. At the end of 1 minute, the hearthstone emits a blast of concentrated heat that deals {@damage 25d6} fire damage to creatures and objects within 150 feet.", @@ -98,7 +91,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -116,27 +108,23 @@ ], "price": { "coin": "gp", - "amount": 12500, - "note": null + "amount": 12500 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "Interact", - "requirements": null, - "frequency": null, + "components": [ + "Interact" + ], "trigger": "You critically fail a saving throw or are critically hit by an attack." }, "category": "Talisman", "entries": [ "This strand of hair shimmers like the strands of fate. When you activate the string, it resonates with a single, perfect note. The triggering saving throw becomes a failure or the triggering attack roll becomes a regular hit, not critical one. If the source of the attack or effect is an evil creature, that creature must succeed at a DC 41 Will saving throw or be {@condition enfeebled|CRB|enfeebled 2} and {@condition stupefied|CRB|stupefied 2} until the end of its next turn." - ], - "generic": false, - "consumable": true + ] }, { "name": "Hunter's Dawn", @@ -151,7 +139,7 @@ "Enchantment" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Artifact", "entries": [ "Hunter's Dawn is a +3 greater striking speed ghost touch club. However, the notched head of the weapon marks it as an atlatl, an ancient tool used for throwing darts and javelins. You can use Hunter's Dawn with a mundane dart or javelin like you would use a bow with an arrow; when you do so, the range of the dart or javelin is doubled, and the dart or javelin uses Hunter's Dawn to determine its attack modifier and damage dice.", @@ -167,9 +155,6 @@ "components": [ "Strike with Hunter's Dawn" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The target is marked. Once per day, you can cast a 5th-level {@spell locate} spell on the marked target, regardless of its distance from you or your ability to cast spells. This effect persists until it is dispelled (counterspell DC 46), the creature dies, or a new target is marked." ] @@ -183,16 +168,12 @@ "components": [ "(Interact) Frequency three times per day" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You shave a curl of wood from Hunter's Dawn and create a roaring fire within 15 feet. You can choose one of the following shapes for the fire to take: a 10-foot square, a 20-foot line, or a 15-foot cone. Each creature in the affected squares take {@damage 6d6} fire damage (DC 46 basic Reflex save)", "Destruction Hunter's Dawn can be destroyed only by placing it on the funeral pyre of a dead god." ] } ], - "generic": false, "consumable": false }, { @@ -210,17 +191,15 @@ ], "price": { "coin": "gp", - "amount": 14000, - "note": null + "amount": 14000 }, "usage": "worn armor", - "bulk": "1", + "bulk": 1, "category": "Armor", "entries": [ "This +2 greater resilient studded leather is traditionally inscribed with a symbol of either {@deity Norgorber} or {@deity Cayden Cailean}. Its leather is light as silk, and its buttons and studs are gleaming crystal. While you wear it, you get a +15-foot item bonus to your Speed, and effects that attempt to impose penalties on your Speed must first counteract the jerkin of liberation or they have no effect on you.", "In addition, you are hard to incapacitate. You use the jerkin's item level or your own level, whichever is higher, to determine effects of the {@trait incapacitation} trait." ], - "generic": false, "consumable": false }, { @@ -236,7 +215,7 @@ "Evocation" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Artifact", "entries": [ "The hilt of this +3 major striking axiomatic spell-storing longsword is simple and elegant. The blade itself is made of throneglass\u2014a clear, jewellike crafting material with a razor-sharp edge, capable of absorbing psychic magic and redirecting it at the wielder's enemies.", @@ -256,8 +235,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You attempt a melee {@action Strike} with the Kortos Diamond against a creature within reach. On a hit, you deal damage as normal and the target's mind is inflicted with a powerful disruptive energy.", "When the creature attempts to {@action Cast a Spell}, it must attempt a DC 44 Will save; on a failure, the spell fails and both the spell and the actions spent to cast it are lost. This effect lasts for up to 1 minute." @@ -277,7 +254,6 @@ "freq": 1 }, "trigger": "You damage an aberration with the Kortos", - "requirements": null, "entries": [ "You deal an additional {@damage 2d8} force damage to the struck creature." ] @@ -296,15 +272,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You hold the Kortos Diamond aloft and proclaim your might in a booming voice. You cast {@spell overwhelming presence} (DC 42)", "Destruction A deity who ascended to divinity via the Test of the Starstone can damage and destroy the Kortos Diamond as if it were not an artifact." ] } ], - "generic": false, "consumable": false }, { @@ -321,11 +294,9 @@ ], "price": { "coin": "gp", - "amount": 36000, - "note": null + "amount": 36000 }, "usage": "worn necklace", - "bulk": "\u2014", "category": "Worn", "entries": [ "As long as this locket of horn and silver is closed, you don't need to sleep. However, you can still overexert your body with too much activity, so you still need to rest to avoid becoming {@condition fatigued} or to remove the {@condition fatigued} condition.", @@ -342,15 +313,12 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, "requirements": "You aren't {@condition fatigued}", "entries": [ "You open the locket to unleash the dreams it has kept at bay. You become {@condition fatigued} and cast one of the following spells at 9th level (DC 41): {@spell hallucination}, {@spell sleep}, or {@spell weird}." ] } ], - "generic": false, "consumable": false }, { @@ -368,8 +336,7 @@ ], "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, "usage": "held in 1 hand", "bulk": "L", @@ -378,17 +345,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "This fruit is slowly, constantly changing shape, transforming from one fruit into another, but always appearing at the peak of ripeness. When you consume the fruit, it attempts to counteract all curses, diseases, and poisons affecting you, and you immediately regain {@dice 8d8+30} Hit Points. The fruit has a counteract level of 9 and a +30 modifier for the rolls against each condition. The fruit's seed remains after consumption and can be planted later, becoming a seed-shaped tree feather token that sprouts a tree bearing many kinds of mundane fruit." - ], - "generic": false, - "consumable": true + ] }, { "name": "Piereta", @@ -403,7 +367,7 @@ "Intelligent" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "perception": { "default": 26, @@ -462,8 +426,6 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Piereta makes a {@action Retributive Strike}, resolved as though you had used the ability, including any benefits from champion feats you have." ] @@ -482,14 +444,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Piereta casts a 9th-level {@spell field of life}." ] } ], - "generic": false, "consumable": false }, { @@ -505,8 +464,7 @@ ], "price": { "coin": "gp", - "amount": 60000, - "note": null + "amount": 60000 }, "usage": "held in 1 hand", "bulk": "L", @@ -525,9 +483,6 @@ "envision", "Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The ribbon spins and swirls, creating a circular loop in the air through which you can spy on a creature on another plane. This has the effects of a {@spell scrying} spell (DC 40) against the creature but functions more as a mundane \u2014albeit interplanar\u2014window; a similar loop appears before the target, and for the duration, both sides can clearly see and hear each other through the created portal, but nothing can pass through. You can Sustain the Activation to gain the effects of Sustaining the Spell.", "This activation has the {@trait scrying} trait." @@ -546,14 +501,11 @@ "unit": "round", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target and all of that creature's allies are {@condition flat-footed} to you until the end of your turn. This activation has the {@trait teleportation} trait." ] } ], - "generic": false, "consumable": false }, { @@ -570,8 +522,7 @@ ], "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "usage": "strapped to 1 hand", "bulk": "L", @@ -591,14 +542,11 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You heft the shield and thrust it forward, causing ephemeral reflections of the shield to surround you and then rush outward in a 90-foot line or 60-foot cone (your choice). Make a shield bash {@action Strike} against each enemy within the area, except that the damage dealt is force damage. Each target you hit is moved 10 feet away from you (each target you critically hit is also knocked {@condition prone}). This is forced movement. These shield bashes count against your multiple attack penalty, but the penalty doesn't increase until after you have made all these attacks." ] } ], - "generic": false, "consumable": false }, { @@ -615,31 +563,24 @@ ], "price": { "coin": "gp", - "amount": 65000, - "note": null + "amount": 65000 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This adamantine staff is fitted with mithral plates resembling battlements on a castle. Lesser cover, cover, and greater cover don't grant any bonus against your spell attacks or to saving throws against your spells that you cast from the staff.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list.", "Cantrips shield, telekinetic projectile 1st gust of wind, longstrider 2nd obscuring mist, web 3rd fireball, wall of wind 4th hallucinatory terrain, solid fog, wall of fire 5th cloudkill, wall of stone 6th fireball, wall of force 7th magnificent mansion, prismatic spray 8th earthquake, scintillating pattern 9th meteor swarm." ] } ], - "generic": false, "consumable": false }, { @@ -664,7 +605,6 @@ "Once per day, you can attempt to exchange the aeon stone in a given bail for another aeon stone with a successful DC 35 {@skill Arcana} check.", "D6 Bail Default Aeon Stone 1 Patience Gold nodule Active Power: Telepathy with a range of 100 feet 2 Remembrance Tourmaline sphere Active Power: Cast {@spell hypercognition} at will 3 Resilience Clear spindle Active Power: Worn armor gains the antimagic property rune 4 Tenacity Pink rhomboid Active Power: Wielded weapons gain the vorpal property rune 5 Wisdom Orange prism Active Power: Skill checks for downtime activities or to {@action Recall Knowledge} are one degree of success higher 6 Invention Lavender and green ellipsoid Active Power: You can craft items up to 5 levels higher than your actual level Destruction The memories and lessons that echo through the Tears of the Last Azlanti give clues about steps needed to destroy the artifact. After you have gained the power of each of the six aeon stones at least once, you are granted visions of six locations across Golarion. At each of these locations, you must replace one of the necklace's aeon stones with a dull gray aeon stone. Once the final stone is replaced, the powers of the necklace are drawn into its new stones. These stones become pieces of throneglass, and the chain and bails disintegrate." ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-fop.json b/data/items/items-fop.json index 6cfc1e6efd..d515ada1bc 100644 --- a/data/items/items-fop.json +++ b/data/items/items-fop.json @@ -1,38 +1,5 @@ { "item": [ - { - "name": "Alchemical Crossbow", - "source": "FoP", - "page": 56, - "type": "Item", - "level": 0, - "traits": [ - "Uncommon", - "Alchemical" - ], - "price": { - "amount": 25, - "coin": "gp", - "note": null - }, - "bulk": 1, - "onset": null, - "ammunition": [ - "Bolt" - ], - "damage": "1d8", - "damageType": "P", - "hands": 2, - "reload": 1, - "range": 120, - "category": "Weapon", - "subCategory": "Simple", - "group": "Bow", - "entries": [ - "This crossbow can deliver alchemically infused bolts. The strange weapon has a metal bracket mounted on the side of the stock near the lath. As an action, you can load a single {@filter lesser alchemical bomb|items||Category=Bomb|Item=Alchemical|Type=Specific Variant|Level=[1;1]} into the bracket; this bomb must be one that deals energy damage (such as an {@item lesser acid flask||acid flask}, {@item lesser alchemist's fire||alchemist's fire}, {@item lesser bottled lightning||bottled lightning}, {@item lesser frost vial||frost vial}, or {@item lesser thunderstone||thunderstone}). The next three attacks made with the crossbow deal {@dice 1d6} damage of the bomb's damage type in addition to the crossbow's normal damage. If the second and third attacks are not all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and are not modified by any abilities that add to or modify a bomb's effect. The addition of the bracket serves to unbalance the weapon, reducing its range to 30 feet.", - "It otherwise functions as a {@item crossbow} (when determining damage, reload, and so on). Creatures use their crossbow proficiency when using the alchemical crossbow. The alchemical crossbow costs 25 gp." - ] - }, { "name": "Bort's Blessing", "source": "FoP", @@ -46,16 +13,13 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This ornate copper band has a small ruby set in the center, flanked by a pair of dwarven runes. The wearer of this ring gains the ability to understand, read, and speak one common language of their choice, selected each morning as part of their daily preparations. In addition, the wearer receives a +1 item bonus to {@skill Diplomacy} checks to {@action Make an Impression}." ], - "generic": false, "consumable": false }, { @@ -79,70 +43,91 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ "When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire.", - "When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in {@condition controlled} bursts.", - "Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type.", - "Drawback You gain weakness 5 to the other three energy types." + "When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.", + "{@b Benefit} You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type.", + "{@b Drawback} You gain weakness 5 to the other three energy types." ], "generic": "G", + "_vmod": { + "entries": { + "mode": "replaceTxt", + "replace": "You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type." + }, + "entriesMode": "generic" + }, "variants": [ { "type": "lesser", "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "You gain resistance 5, add 1 point of damage on a hit with a melee weapon, and the duration is 1 minute." - ] + ], + "_mod": { + "entries": { + "with": "For 1 minute after consuming the elixir, you gain resistance 5 to the attuned energy type. Whenever you score a hit with a melee weapon, add 1 point of damage of the attuned energy type." + } + } }, { "type": "moderate", "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ - "You gain resistance 10, add {@dice 1d4} damage on a hit with a melee weapon, and the duration is 10 minutes." - ] + "You gain resistance 10, add {@damage 1d4} damage on a hit with a melee weapon, and the duration is 10 minutes." + ], + "_mod": { + "entries": { + "with": "For 10 minutes after consuming the elixir, you gain resistance 10 to the attuned energy type. Whenever you score a hit with a melee weapon, add {@damage 1d4} damage of the attuned energy type." + } + } }, { "type": "greater", "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ - "You gain resistance 15, add {@dice 1d6} damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals {@dice 2d6} damage of the attuned type for every full 10 minutes of duration remaining (DC 25 basic Reflex save)." - ] + "You gain resistance 15, add {@damage 1d6} damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals {@dice 2d6} damage of the attuned type for every full 10 minutes of duration remaining (DC 25 basic Reflex save)." + ], + "_mod": { + "entries": { + "with": "For an hour after consuming the elixir, you gain resistance 15 to the attuned energy type. Whenever you score a hit with a melee weapon, add {@damage 1d6} damage of the attuned energy type. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals {@damage 2d6} damage of the attuned type for every full 10 minutes of duration remaining (DC 25 basic Reflex save)." + } + } }, { "type": "major", "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ - "You gain resistance 20, add {@dice 2d6} damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals {@dice 3d6} damage of the attuned type for every full 10 minutes of duration remaining (DC 32 basic Reflex save)." - ] + "You gain resistance 20, add {@damage 2d6} damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals {@dice 3d6} damage of the attuned type for every full 10 minutes of duration remaining (DC 32 basic Reflex save)." + ], + "_mod": { + "entries": { + "with": "For hour after consuming the elixir, you gain resistance 20 to the attuned energy type. Whenever you score a hit with a melee weapon, add {@damage 2d6} damage of the attuned energy type. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals {@damage 3d6} damage of the attuned type for every full 10 minutes of duration remaining (DC 32 basic Reflex save)." + } + } } - ], - "consumable": true + ] }, { "name": "Merchant's Guile", @@ -157,11 +142,9 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "The band of this ring is made from bluecolored iron and has two sharp, decorative protrusions on each side of the red-stone inlay. It feels quite heavy and reliable.", @@ -176,15 +159,11 @@ "(envision", "interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You can determine if an item is magical simply by handling it. You detect no other indication of its power, only whether or not it is magical, granting the effects of a 1st-level {@spell detect magic} spell that affects only the object." ] } ], - "generic": false, "consumable": false }, { @@ -201,18 +180,15 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull.", "This ring gives you the power to cast the following innate arcane cantrips any number of times each day: detect magic, mage hand, and prestidigitation. Each is cast as a 1st-level spell.", "If you are an arcane spellcaster, these can instead be heightened to the level of your cantrips." ], - "generic": false, "consumable": false }, { @@ -228,11 +204,9 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This fanciful golden ring has an ornate band cast with delicate, swirling decorations and is inlaid with three bright-green emeralds. While wearing this ring, you gain a +10-foot item bonus to your Speed, but only when determining your overland movement per hour.", @@ -246,15 +220,11 @@ "(envision", "interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You refresh yourself from fatigue. For 10 minutes, you can ignore the penalties from the {@condition fatigued} condition. This does not remove the condition, it merely suppresses the penalties and drawbacks of having the condition. If something would cause you to become {@condition fatigued} again while the ring's power is in effect, the suppression ends, and you immediately take the penalties again." ] } ], - "generic": false, "consumable": false }, { @@ -270,17 +240,14 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This fairly simple ring has no gemstone inlaid, but the band is cast to resembled a fanged wolf's head. Once per day, during your daily preparations, you can meditate on this ring to grant yourself 5 temporary Hit Points.", "These last until your next daily preparation, as long as you are wearing the ring." ], - "generic": false, "consumable": false }, { @@ -304,10 +271,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -322,8 +288,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 22, - "note": null + "amount": 22 }, "entries": [ "You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes." @@ -334,8 +299,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour." @@ -346,15 +310,13 @@ "level": 15, "price": { "coin": "gp", - "amount": 920, - "note": null + "amount": 920 }, "entries": [ "You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour." ] } - ], - "consumable": true + ] }, { "name": "Warrior's Training Ring", @@ -369,11 +331,9 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This ring is utilitarian in design\u2014indicating its martial use. Its band is decorated only with a simple, sharp-edged sculpture on the band's center. While wearing this ring, you add your level to your attack rolls with all weapons with which you are untrained.", @@ -391,13 +351,11 @@ "freq": 1 }, "trigger": "You make an attack with a weapon in which you're untrained", - "requirements": null, "entries": [ "You gain a +2 circumstance bonus to the attack roll. If you are an expert in any weapon, you instead gain a +4 circumstance bonus to the attack roll." ] } ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-frp1.json b/data/items/items-frp1.json index e058e6d809..63e0e60ed4 100644 --- a/data/items/items-frp1.json +++ b/data/items/items-frp1.json @@ -14,16 +14,14 @@ "Teleportation" ], "usage": "held in 1 hand", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -38,8 +36,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [] }, @@ -48,8 +45,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "entries": [ "The Will save DC is 31." @@ -60,8 +56,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "The Will save DC is 37." @@ -72,15 +67,13 @@ "level": 20, "price": { "coin": "gp", - "amount": 9000, - "note": null + "amount": 9000 }, "entries": [ "The Will save DC is 43." ] } - ], - "consumable": true + ] }, { "name": "Phoenix Fighting Fan", @@ -111,9 +104,6 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You call upon the fan's extradimensional powers to trap a creature in Hao Jin's repository, a small demiplane that holds the countless relics Hao Jin collected over her lifetime (though a trapped creature cannot interact with any of these relics). The fighting fan casts maze on a creature within 30 feet. The fan automatically Sustains the Spell as long as you {@action Strike} a creature with it each round.", "The {@skill Survival} or {@skill Perception} DC to escape the demiplane is 34. The spell ends once the creature escapes, you fail to {@action Strike} a creature with the fan during a round, or after 1 minute, whichever comes first." @@ -130,15 +120,11 @@ "(envision", "Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The fan casts 8th-level {@spell raise dead}, consuming the phoenix fighting fan in the process." ] } ], - "generic": false, "consumable": false }, { @@ -155,7 +141,6 @@ "Necromancy" ], "usage": "worn necklace", - "bulk": "\u2014", "category": "Artifact", "entries": [ "This brilliant jewelry is made from fine silver interwoven with a uniquely malleable form of ruby that causes the necklace to glimmer like a flickering fire. Hao Jin created the necklaces to mitigate the potential of death during the Ruby Phoenix Tournament pre-qualifier, and she specially attuned each phoenix necklace to the silver feathers she created for the pre-qualifying round. While the silver feathers themselves aren't magical, they are required to activate the necklace's power. Each team starts with 3 feathers {@condition hidden} in their headquarters; they acquire more through challenges and events.", @@ -170,9 +155,6 @@ "command", "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You select any number of willing creatures you can see within 30 feet, including yourself. The selected creatures can make nonlethal attacks without taking a penalty to their attack rolls. This effect remains in place until you remove the necklace or use this activation again." ] @@ -187,16 +169,12 @@ "components": [ "Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The necklace consumes one of the attached silver feathers and casts 7th-level {@spell raise dead}. Activating this ability is particularly costly and every activation requires consuming one more silver feather than the previous activation.", "Destruction Once a phoenix necklace has 10 silver feathers attached, Hao Jin can transform the necklace into a phoenix fighting fan, a process which requires 3 {@action Interact} actions." ] } ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-frp2.json b/data/items/items-frp2.json index bbb0663b53..f7ad1c5b6c 100644 --- a/data/items/items-frp2.json +++ b/data/items/items-frp2.json @@ -16,8 +16,7 @@ ], "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "usage": "held in 1 hand", "bulk": "L", @@ -26,19 +25,16 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ "This yellow fruit's soft flesh is covered by waxy, fibrous leaves reminiscent of a pineapple. When you eat an apricot of bestial might, you transform into a boar-faced battle form with scaly skin. You can use feats with this item as if it were a bestial mutagen, improving your tusk unarmed attack as if it were a claw or jaws attack.", "Benefit You gain 8 resistance to all physical damage and gain a tusk unarmed attack with the deadly d12 trait that deals {@damage 1d10} piercing damage.", "Drawback You become {@condition clumsy|CRB|clumsy 1}. If you perform an action with the {@trait auditory} or {@trait linguistic} traits, you must succeed at a DC {@flatDC 5} flat check or the action is lost." - ], - "generic": false, - "consumable": true + ] }, { "name": "Cape Of The Open Sky", @@ -54,8 +50,7 @@ ], "price": { "coin": "gp", - "amount": 22000, - "note": null + "amount": 22000 }, "usage": "worn cloak", "bulk": "L", @@ -72,9 +67,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The cape becomes a pair of golden drake wings that grant you a fly Speed of 30 feet for 1 hour." ] @@ -92,14 +84,11 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The cloak pushes you onward. You {@action Stride} or {@action Fly} up to your Speed, but you can move only in a straight line. You gain a +15-foot status bonus to your Speed and fly Speed for this movement." ] } ], - "generic": false, "consumable": false }, { @@ -117,11 +106,9 @@ ], "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "usage": "worn headband", - "bulk": "\u2014", "category": "Worn", "entries": [ "These silk headbands always come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed.", @@ -139,14 +126,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, if you are within 1 mile of each other." ] } ], - "generic": false, "consumable": false }, { @@ -163,8 +147,7 @@ ], "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "usage": "held in 2 hands", "bulk": "L", @@ -185,8 +168,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location." ] @@ -205,8 +186,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a 30-foot burst centered on a point within 200 feet. A torrent of rain pours down from the rift for 1 minute or until you {@action Dismiss} the effect. The area within the torrent becomes difficult terrain for all movement (including Flying). As an {@action Interact} action, you can fire an arrow into the rift to cause a bolt of lightning to strike a creature in the area. The creature takes {@damage 5d12} lightning damage and must attempt a DC 41 basic Reflex save." ] @@ -227,14 +206,11 @@ "freq": 1, "unit": "week" }, - "trigger": null, - "requirements": null, "entries": [ "You fire a volley of arrows into the sky. You create the effects of a successful control weather ritual." ] } ], - "generic": false, "consumable": false }, { @@ -252,27 +228,23 @@ ], "price": { "coin": "gp", - "amount": 1900, - "note": null + "amount": 1900 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "command", - "requirements": null, - "frequency": null, + "components": [ + "command" + ], "trigger": "You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage." }, "category": "Consumable", "entries": [ "This paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect." - ], - "generic": false, - "consumable": true + ] }, { "name": "Tusk And Fang Chain", @@ -289,19 +261,17 @@ ], "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You Grab or restrain a creature or become {@condition grabbed} or {@condition restrained} by a creature" }, "category": "Talisman", @@ -316,9 +286,7 @@ "Critical Failure": "The creature is {@condition confused} for 1 minute and the creature doesn't receive a flat check to end its confusion if it takes damage. At the end of each of its turns, it attempts a new Will save, ending the effect on a success." } } - ], - "generic": false, - "consumable": true + ] } ] } diff --git a/data/items/items-g&g.json b/data/items/items-g&g.json index 7094a33e99..0aa07b6872 100644 --- a/data/items/items-g&g.json +++ b/data/items/items-g&g.json @@ -1,5 +1,41 @@ { "item": [ + { + "name": "Round", + "source": "G&G", + "page": 150, + "equipment": true, + "type": "Equipment", + "price": { + "coin": "sp", + "amount": 1, + "note": "(price for 5)" + }, + "bulk": "L", + "add_hash": "5", + "category": "Ammunition", + "entries": [ + "Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the {@feat Alchemical Crafting} skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like {@item arrow||arrows} or {@item bolt||bolts}. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items." + ] + }, + { + "name": "Round", + "source": "G&G", + "page": 150, + "equipment": true, + "type": "Equipment", + "price": { + "coin": "sp", + "amount": 1, + "note": "(price for 10)" + }, + "bulk": "L", + "add_hash": "10", + "category": "Ammunition", + "entries": [ + "Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the {@feat Alchemical Crafting} skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like {@item arrow||arrows} or {@item bolt||bolts}. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items." + ] + }, { "name": "Ablative Armor Plating", "source": "G&G", @@ -12,7 +48,7 @@ "Gadget" ], "usage": "attached to armor or traveler's clothing", - "bulk": "1", + "bulk": 1, "category": "Consumable", "entries": [ "Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement.", @@ -25,8 +61,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The wearer gains 5 temporary Hit Points that last for 1 minute or until lost." @@ -42,8 +77,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost." @@ -59,8 +93,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "entries": [ "The wearer gains 20 temporary Hit Points that last for 1 hour or until lost." @@ -76,8 +109,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "entries": [ "The wearer gains 30 temporary Hit Points that last for 1 hour or until lost." @@ -93,8 +125,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, "entries": [ "The wearer gains 40 temporary Hit Points that last for 1 hour or until lost." @@ -112,8 +143,7 @@ "replace": "the listed temporary Hit Points for the stated duration" }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Ablative Shield Plating", @@ -127,7 +157,7 @@ "Gadget" ], "usage": "attached to a shield", - "bulk": "1", + "bulk": 1, "category": "Consumable", "entries": [ "Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes.", @@ -140,8 +170,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The shield gains 5 temporary Hit Points that last for 1 minute or until lost." @@ -157,8 +186,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The shield gains 10 temporary Hit Points that last for 10 minutes or until lost." @@ -174,8 +202,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "entries": [ "The shield gains 20 temporary Hit Points that last for 1 hour or until lost." @@ -191,8 +218,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "entries": [ "The shield gains 30 temporary Hit Points that last for 1 hour or until lost." @@ -208,8 +234,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, "entries": [ "The shield gains 40 temporary Hit Points that last for 1 hour or until lost." @@ -227,8 +252,7 @@ "replace": "temporary Hit Points that last for the stated duration" }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Acid Spitter", @@ -247,8 +271,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "category": "Snare", "entries": [ @@ -262,9 +285,7 @@ "Critical Failure": "The creature takes double damage and 10 {@condition persistent damage ||persistent acid damage}." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Adaptive Cogwheel", @@ -280,8 +301,7 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "affixed to a firearm", "bulk": "\u2013", @@ -290,17 +310,15 @@ "number": 1, "unit": "free" }, - "components": "envision", - "requirements": "You're wielding the affixed firearm.", - "frequency": null, - "trigger": null + "components": [ + "envision" + ], + "requirements": "You're wielding the affixed firearm." }, "category": "Talisman", "entries": [ "This tiny copper gear is attached to the side of a firearm with a matching bolt or pin. When you activate it, the affixed weapon magically transfigures itself into the form of any simple or martial firearm to which you have access, harmlessly ejecting any contained ammunition in the process. Any runes or attached items present on the affixed weapon remain active unless incompatible with its new form, in which case they're suppressed for the duration of the transformation. The effect lasts until the beginning of your next turn." - ], - "generic": false, - "consumable": true + ] }, { "name": "Admonishing Band", @@ -316,8 +334,7 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "affixed to a firearm", "bulk": "\u2013", @@ -326,17 +343,15 @@ "number": 1, "unit": "action" }, - "components": "envision", - "requirements": "You're trained in {@skill Intimidation}.", - "frequency": null, - "trigger": null + "components": [ + "envision" + ], + "requirements": "You're trained in {@skill Intimidation}." }, "category": "Talisman", "entries": [ "This wide strip of treated lizard hide is wrapped around the grip or stock of the affixed weapon, augmenting the unease that your gunshot creates. When you activate it, you fire your gun into the air with the effects of Warning Shot (page 112). If you already have the Warning Shot feat, the target doesn't become temporarily immune to your {@action Demoralize}, potentially allowing you to {@action Demoralize} them again." - ], - "generic": false, - "consumable": true + ] }, { "name": "Air Cartridge Firing System", @@ -349,11 +364,9 @@ ], "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "usage": "attached to firearm (firing mechanism)", - "bulk": "\u2014", "category": "Modification", "subCategory": "Firing Mechanism", "appliesTo": [ @@ -363,7 +376,6 @@ "Air cartridge firing mechanisms use a container of compressed air affixed to a sealed system that releases the air in a small burst to propel ammunition, and they're the default used in Arcadian air repeaters. Any firearm can be modified to replace its normal firing mechanism with an air cartridge firing system, allowing the weapon to be fired underwater or in other conditions that would normally prevent the ignition of black powder. The air cartridges lack much of the propulsive power of black powder, however, imposing a \u201310-foot penalty to the attached firearm's range increment. Weapons with the kickback trait don't gain that trait's benefits when using an air cartridge firing system.", "Attaching an air cartridge firing system takes one hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires." ], - "generic": false, "consumable": false }, { @@ -378,8 +390,7 @@ ], "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, "usage": "mounted (black powder)", "category": "Siege Weapon", @@ -387,7 +398,6 @@ "Crew 3 to 5; Proficiency martial AC 29; Fort +23, Reflex +16 Hardness 15; HP 200 (BT 100); Immunities object immunities Speed 10 feet (pulled or pushed) Like the standard springald, an alchemical springald can launch three arrows simultaneously when its paddle is released. It fires specially crafted and balanced bomb arrows that carry black powder enhanced alchemical payloads that explode on impact.", "Aim {@as 2} 30 feet, minimum distance 50 feet Load {@as 2} (manipulate) 3 times Launch {@as 1} (manipulate, range increment 100 feet) {@dice 10d6} damage and 3 splash damage, three different targets within a 15-foot burst, DC 30 Reflex. The damage type depends on the alchemical ammunition used: acid, cold, electricity, or fire. Creatures take the splash damage only once from the launch, even if they're in the area of more than one of the three splashes." ], - "generic": false, "consumable": false }, { @@ -402,14 +412,12 @@ ], "price": { "coin": "gp", - "amount": 12000, - "note": null + "amount": 12000 }, "category": "Siege Weapon", "entries": [ "5 Bulk) Usage mounted (black powder); Space 18 feet long, 7 feet wide, 8 feet high Crew 4 to 6; Proficiency martial AC 32; Fort +26, Reflex +18 Hardness 15; HP 200 (BT 100); Immunities object immunities Speed 10 feet (pulled or pushed)" ], - "generic": false, "consumable": false }, { @@ -426,7 +434,7 @@ "Occult" ], "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "perception": { "default": 26, @@ -481,8 +489,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, "requirements": "The animate dreamer has a stored spell.", "entries": [ "The animate dreamer casts its stored spell at a target that meets the requirements. This empties the spell from the weapon and allows a spell to be cast into it again. The animate dreamer has a spell attack roll of +25 and a spell DC of 33 with the stored spell." @@ -497,9 +503,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The animate dreamer focuses on a single unattended inanimate object in an area it can see and exerts its will over the object, temporarily levitating it around. The animate dreamer casts {@spell mage hand} as a 5th-level occult spell." ] @@ -517,14 +520,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The animate dreamer attempts to achieve its goal of occupying a body of its own and casts {@spell possession} as a 7th-level spell with a spell DC of 33. The weapon still functions as a +2 greater striking spell-storing scattergun while this effect is active but loses all other special abilities until the spell expires and the animate dreamer's intellect returns to it." ] } ], - "generic": false, "consumable": false }, { @@ -540,8 +540,7 @@ ], "price": { "coin": "gp", - "amount": 1500, - "note": null + "amount": 1500 }, "bulk": "20", "category": "no category found", @@ -552,7 +551,6 @@ "This device is an expression of a recent trend among certain Avistani nobles to blend form and function in their manors' interior decorations. In such circles, ostentatious decorations that serve no functional purpose are derided as \"tacky\" and \"unrefined.\" If a noble in such company wishes not to be ridiculed, they must be sure that each decoration adds something to the room beyond the aesthetic. The aquarium lamp is the latest tool in this social arms race, and it's already proven popular with its target market.", "When active, the aquarium lamp produces bright light in a 60-foot radius (and dim light for the next 60 feet). Each activation provides enough energy for 10 minutes of use, and the two feeding tanks combined carry enough prey animals for 50 activations before needing to be refilled, though electric eels usually need feeding only once per day, and won't go after the prey if they're all full. While electric eels are not aggressive to their aquarium keepers and will gradually learn to associate them with food, they can engage in violent social behavior, especially when they are young. This behavior leads to small fights involving tail slapping, biting, and discharged electricity, the last of which causes the lamp to illuminate without hitting the lever to release prey. The electric eels live around 15 years if kept well-fed." ], - "generic": false, "consumable": false }, { @@ -568,7 +566,7 @@ "Transmutation" ], "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "This walnut and brass +1 striking blunderbuss has a natural look, with wood worn smooth by time, but left knotted and gnarled. The handgrip beneath the flared muzzle is a wellpositioned bulging tree knot, and the long stock looks as if it was grown to fit you. On closer examination, the whorls and rings in the wood resemble eyes.", @@ -591,8 +589,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the firearm recently harmed. You and all creatures within 60 feet damaged by arboreal's revenge within the last minute must attempt a DC 20 Fortitude saving throw. On a failure, they take a \u201310-foot circumstance penalty to their Speeds as roots rapidly sprout from their wounds, which lasts until they {@action Escape} (DC 20)." ] @@ -611,14 +607,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell barkskin} from the blunderbuss as a 2ndlevel primal spell. However, the weakness to fire imposed by barkskin is cumulative with the weakness to fire imposed by this weapon's curse, for a total of weakness 8 to fire." ] } ], - "generic": false, "consumable": false }, { @@ -633,18 +626,16 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "any" @@ -652,9 +643,7 @@ "category": "Consumable", "entries": [ "The components of this ammunition emit a strong smell when combined during its activation. A creature hit by an activated aromatic ammunition gains a distinct odor for up to 1 hour or until the scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). Any creatures within 30 feet smell the target, allowing even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to {@action Track} the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which they can detect the target using their scent compared to the normal range of their scent." - ], - "generic": false, - "consumable": true + ] }, { "name": "Awakened Metal Shot", @@ -673,10 +662,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "Dose or Round of Black Powder|G&G|round" @@ -693,8 +681,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 3500, - "note": null + "amount": 3500 }, "entries": [ "The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target's defenses, causing them to become {@condition flat-footed} for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book." @@ -706,8 +693,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2300, - "note": null + "amount": 2300 }, "entries": [ "The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others' minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature's mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active {@trait enchantment} effects on other creatures, the target is {@condition stupefied|CRB|stupefied 1} for 1 minute instead." @@ -719,8 +705,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2300, - "note": null + "amount": 2300 }, "entries": [ "The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any {@trait polymorph} effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the {@action Change Shape|LOAG} ability, the creature can't use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a {@trait polymorph} effect, the target is {@condition enfeebled|CRB|enfeebled 1} for 1 minute instead." @@ -733,8 +718,7 @@ "replace": "Each version has a different special effect.", "with": "" } - }, - "consumable": true + } }, { "name": "Backpack Ballista Bolts", @@ -749,17 +733,12 @@ "note": "(price for 10)" }, "bulk": 1, - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "category": "Ammunition", "group": "Bow", "entries": [ "{@note For use with the {@item Backpack Ballista|G&G}.}" ], - "craftReq": null, - "generic": false + "craftReq": null }, { "name": "Backpack Catapult Stones", @@ -774,17 +753,12 @@ "note": "(price for 10)" }, "bulk": 1, - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "category": "Ammunition", "group": "Sling", "entries": [ "{@note For use with the {@item Backpack Catapult|G&G}.}" ], - "craftReq": null, - "generic": false + "craftReq": null }, { "name": "Ballista", @@ -799,8 +773,7 @@ ], "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "usage": "mounted", "category": "Siege Weapon", @@ -808,7 +781,6 @@ "Crew 2; Proficiency martial AC 17; Fort +12, Ref +11 Hardness 10; HP 40 (BT 20); Immunities object immunities Speed 20 feet (pulled or pushed) Resembling a massive crossbow mounted on a tripod, but with a pair of arms for torsion instead of a single prod, a ballista flings massive bolts. Also referred to as a scorpion, this weapon requires fewer crew members than the larger heavy ballista and can be Aimed and Loaded much more quickly.", "Aim {@as 1} 35 feet, minimum distance 25 feet Load {@as 2} (manipulate) 2 times Launch {@as 1} (attack, manipulate, range increment 120 feet) {@damage 4d12} piercing, single target, DC 19 Reflex." ], - "generic": false, "consumable": false }, { @@ -824,16 +796,14 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, - "bulk": "2", + "bulk": 2, "category": "Assistive Item", "subCategory": "Wheelchair", "entries": [ "This common wheelchair is ideal for everyday use, but isn't designed for adventuring. Basic chairs are most common among non-adventurers." ], - "generic": false, "consumable": false }, { @@ -854,7 +824,6 @@ "Crew 6; Proficiency martial Simple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head.", "Large handles are affixed to the sides so it can be hefted and carried by a crew." ], - "generic": false, "consumable": false }, { @@ -870,11 +839,10 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "held in 1 hand", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "Developed by a goblin weaponsmith who missed the ‘hand' part of ‘hand cannon', this comically-oversized gun has a heavily reinforced barrel and is loaded with a worrisome quantity of gunpowder.", @@ -886,7 +854,6 @@ } } ], - "generic": false, "consumable": false }, { @@ -904,8 +871,7 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "category": "Snare", "entries": [ @@ -919,9 +885,7 @@ "Critical Failure": "The creature takes double damage, is knocked {@condition prone}, and is {@condition restrained} for 1 round ({@action Escape} DC 28). " } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Black Powder", @@ -966,10 +930,8 @@ "level": 2, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, - "ammunition": null, "entries": [ "A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal {@damage 1d6} fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn't increase." ] @@ -980,16 +942,13 @@ "level": 6, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, - "ammunition": null, "entries": [ "A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals {@damage 3d6} fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn't increase the damage." ] } - ], - "consumable": true + ] }, { "name": "Blade Launcher", @@ -1002,16 +961,14 @@ ], "price": { "coin": "gp", - "amount": 18, - "note": null + "amount": 18 }, "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "A blade launcher has a bow-like assembly mounted on a handled frame. The frame can be configured to fire either a dagger, dart, shuriken, or starknife. Configuring a blade launcher requires three {@action Interact} actions. Once properly configured, loading an appropriate thrown weapon into a blade launcher requires a single {@action Interact} action. A blade launcher can't fire weapons for which it's not currently configured. A weapon fired with a blade launcher loses the agile, monk, {@trait thrown}, and {@trait versatile} traits, if it has them, and has a range increment of 40 feet. Due to losing the thrown weapon trait, returning and most other effects that allow a weapon to return don't function; even if a launched weapon did return, you'd still need to load it into the blade launcher with an {@action Interact} action to fire the blade launcher again." ], - "generic": false, "consumable": false }, { @@ -1032,10 +989,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -1048,8 +1004,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [], "_mod": { @@ -1066,8 +1021,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 11, - "note": null + "amount": 11 }, "entries": [ "When you {@action Activate an Item||Activate} the moderate blast boots to {@action High Jump}, you can increase the vertical distance of your {@action High Jump} by up to 30 feet. When you {@action Activate an Item||Activate} them to {@action Long Jump}, you can increase the horizontal distance of your {@action Long Jump} by up to 45 feet." @@ -1087,8 +1041,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 140, - "note": null + "amount": 140 }, "entries": [ "When you {@action Activate an Item||Activate} the greater blast boots to {@action High Jump}, you can increase the vertical distance of your {@action High Jump} by up to 50 feet. When you {@action Activate an Item||Activate} them to {@action Long Jump}, you can increase the horizontal distance of your {@action Long Jump} by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you {@action Leap} during the duration, you can move 30 feet in any direction, or your normal {@action Leap} distance, whichever is further." @@ -1108,8 +1061,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2750, - "note": null + "amount": 2750 }, "entries": [ "When you {@action Activate an Item||Activate} the major blast boots to {@action High Jump}, you can increase the vertical distance of your {@action High Jump} by up to 80 feet. When you {@action Activate an Item||Activate} them to {@action Long Jump}, you can increase the horizontal distance of your {@action Long Jump} by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you {@action Fly}, you are {@condition clumsy|CRB|clumsy 1} until the start of your next turn." @@ -1124,8 +1076,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Blasting Ram", @@ -1139,8 +1090,7 @@ ], "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "usage": "portable (black powder), held in 8 hands", "bulk": "14", @@ -1150,7 +1100,6 @@ "Despite being a portable siege weapon, a blast ram has the Load action, which the crew uses to load the powder charge in the ram's head.", "Load {@as 2} (manipulate) 2 times Ram {@as 2} Requirements The other members of the crew have Readied to {@action Stride} on your order; Effect You and the crew {@action Stride}, with a maximum distance equal to the slowest crew member's Speed. Then, make a melee {@action Strike} with the ram against a structure or unattended stationary object. As you do, the black powder in the steel reservoir explodes, significantly increasing the damage of your attack. Due to the black powder's additional force, the damage of this {@action Strike} is {@dice 7d8} + the highest Strength modifier among members of the crew." ], - "generic": false, "consumable": false }, { @@ -1177,8 +1126,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 52, - "note": null + "amount": 52 }, "entries": [] }, @@ -1187,8 +1135,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1350, - "note": null + "amount": 1350 }, "entries": [ "A set of greater blazons of shared power also replicates property runes from the primary weapon, so long as the secondary weapon meets all the prerequisites for a given rune and isn't a specific weapon. The secondary weapon gains the benefits of those runes. All of its own runes are suppressed. When you invest the blazons, you can elect for them to transfer only fundamental runes, in which case they function as standard blazons of shared power." @@ -1211,7 +1158,7 @@ "Primal" ], "usage": "Held in 1 or 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "perception": { "default": 11, @@ -1256,7 +1203,6 @@ "A boastful hunter urges you to face off against tougher and tougher creatures\u2014a challenge the ambitious rifle may not be adequate to deal with. If the boastful hunter goes one week without participating in a hunt against an animal of at least your level, it becomes bored. A bored boastful hunter complains incessantly and imposes a \u20131 item penalty to attack rolls against non-animal targets. A bored boastful hunter can be appeased by using it in combat against an animal of at least your level.", "Unable to accept its own weaknesses, a boastful hunter blames any failed hunts on you, and considers remarks about its strength or quality a terrible insult. An insulted boastful hunter badmouths you to sentient creatures you interact with, imposing a \u20131 item penalty to {@skill Deception}, {@skill Diplomacy}, and {@skill Intimidation} skill checks, and all attacks with it incur a misfire chance until the weapon is appeased. An insulted boastful hunter can be appeased by complimenting it and succeeding at a {@skill Diplomacy} check against its Will DC two days in a row. You can only attempt a {@skill Diplomacy} check to appease the boastful hunter once each day." ], - "generic": false, "consumable": false }, { @@ -1270,16 +1216,14 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This long, hollow tube is held in two hands and braced over the shoulder. Inside, it contains a small metal basket sized to hold alchemical bombs. A chute in the top delivers an alchemical bomb into the internal basket, while a lever on the underside pulls the basket back and locks it in place. Loading an alchemical bomb into a bomb launcher requires a single {@action Interact} action. With a pull of a trigger, the basket speeds forward, allowing you to {@action Strike} with the loaded alchemical bomb over long distances. Bombs fired with a bomb launcher have a range increment of 60 feet." ], - "generic": false, "consumable": false }, { @@ -1294,8 +1238,7 @@ ], "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "usage": "mounted (black powder)", "category": "Siege Weapon", @@ -1303,7 +1246,6 @@ "Crew 2 to 4; Proficiency martial AC 17; Fort +12, Reflex +5 Hardness 10; HP 40 (BT 20); Immunities object immunities Speed 10 feet (pulled or pushed) Bombards are some of the oldest and simplest of black powder siege weapons, devised based on many of the same principles as a hand cannon, but deploying them on a larger scale and scope. A bombard's body is usually made of brass or iron, which causes the bombard to resemble the shape of a large bell. While they are capable of moving very slowly, their {@condition clumsy} and weighty design means bombards usually remain stationary. This in turn means they're often used more defensively than offensively.", "Aim {@as 2} 30 feet, minimum distance 30 feet Load {@as 2} (manipulate) 2 times, requires a successful DC 20 {@skill Athletics} check Launch {@as 1} (manipulate, range increment 150 feet) {@damage 4d10} bludgeoning, 10-foot burst, DC 19 Reflex." ], - "generic": false, "consumable": false }, { @@ -1318,7 +1260,7 @@ "Magical" ], "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon's trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity.", @@ -1338,8 +1280,6 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You fire the breath blaster, dealing {@dice 4d6} damage of the appropriate type in the appropriate area.", "Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison)." @@ -1353,8 +1293,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -1363,8 +1302,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "entries": [ "The greater breath blaster's activation deals {@dice 6d6} damage and the DC is 31. It's a +2 greater striking blunderbuss." @@ -1375,15 +1313,14 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, - "craftReq": "The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster.", "entries": [ "The major breath blaster's activation deals {@dice 10d6} damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it's created. It's a +3 greater striking blunderbuss." ] } ], + "craftReq": "The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster.", "consumable": false }, { @@ -1398,18 +1335,14 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "attached to firearm (firing mechanism)", - "bulk": "\u2014", "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.", "This allows you to reload both barrels of the doublebarreled weapon as a single {@action Interact} action the next time you reload the weapon as long as you do so before the end of your next turn. However, the ejectors are consumed in the process, and you must spend the time to insert a new set to gain the benefit again." - ], - "generic": false, - "consumable": true + ] }, { "name": "Camouflage Suit", @@ -1426,18 +1359,13 @@ "amount": 10 }, "bulk": "L", - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently.", "A suit prepared in this manner grants you a +1 item bonus to {@skill Stealth} checks while you attempt to {@action Hide} or {@action Sneak} in the specific environment it has been prepared for.", "The suit remains usable in this manner until you rest for the night, though it doesn't grant the benefit whenever you aren't in the appropriate environment. The GM might rule that some environments are unusual enough that you can't create a camouflage suit appropriate for the environment." ], - "craftReq": null, "generic": "G", "variants": [ { @@ -1445,8 +1373,7 @@ "name": "Camouflage Suit", "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [] }, @@ -1455,8 +1382,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 140, - "note": null + "amount": 140 }, "entries": [ "A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus." @@ -1483,8 +1409,7 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "usage": "mounted (black powder)", "category": "Siege Weapon", @@ -1492,7 +1417,6 @@ "Crew 2 to 4; Proficiency martial AC 22; Fort +16, Reflex +9 Hardness 15; HP 80 (BT 40); Immunities object immunities Speed 15 feet (pulled or pushed) Cannons are perhaps the most well known of all black powder siege weapons, and that's because they represent a good midpoint between power and expense. Keeps and fortresses in Alkenstar prefer to fortify their forces with cannons, as they're relatively easy to construct and their ammunition is cheap enough to build up great supplies.", "Aim {@as 3} 100 feet, minimum distance 50 feet Load {@as 2} (manipulate) 2 times, requires a successful DC 20 {@skill Athletics} check Launch {@as 1} (manipulate, range increment 200 feet) {@damage 6d12} bludgeoning, single target, DC 23 Reflex." ], - "generic": false, "consumable": false }, { @@ -1508,8 +1432,7 @@ ], "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "usage": "mounted", "category": "Siege Weapon", @@ -1517,7 +1440,6 @@ "Crew 2 to 4; Proficiency martial AC 20; Fort +15, Ref +8 Hardness 10; HP 60 (BT 30); Immunities object immunities Speed 15 feet (pulled or pushed) A sturdy wooden frame holds the spring-loaded beam that gives this weapon its power. At the end of the beam, a bowl-shaped wooden recession holds the payload, typically heavy stones. The arm is winched back to create torsion, until the release is pulled to abruptly swing the arm forward and fling the payload.", "Aim {@as 2} 50 feet, minimum distance 50 feet Load {@as 2} (manipulate) 2 times, requires a successful DC 20 {@skill Athletics} check Launch {@as 1} (attack, manipulate, range increment 150 feet) {@damage 5d10} bludgeoning, 10-foot burst, DC 22 Reflex." ], - "generic": false, "consumable": false }, { @@ -1533,8 +1455,7 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "held in 1 hand", "bulk": "L", @@ -1543,17 +1464,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "This small, clockwork torch device uses a trigger-operated sparker to ignite a flow of flammable gas, creating a short, hot flame capable of rapidly cauterizing wounds and helping to stop bleeding. The cauterizing torch is applied to yourself or an adjacent target. The target attempts an immediate flat check to end any {@condition persistent damage ||persistent bleed} effect with the lower DC for particularly effective assistance." - ], - "generic": false, - "consumable": true + ] }, { "name": "Chameleon Suit", @@ -1574,10 +1492,9 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -1591,8 +1508,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 16, - "note": null + "amount": 16 }, "entries": [ "The effect lasts for 1 minute." @@ -1603,8 +1519,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "entries": [ "The effect lasts for 10 minutes." @@ -1615,15 +1530,13 @@ "level": 12, "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "entries": [ "The effect lasts for 1 hour." ] } - ], - "consumable": true + ] }, { "name": "Clockwork Bookshelf", @@ -1637,15 +1550,13 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "bulk": "4", "category": "no category found", "entries": [ "This device was originally created by an inventor who had way more books they wanted to access than available wall space to store them. Each of the bookshelf's six levels is actually loaded with a pair of shelves instead of a single shelf. A simple switch on the side of the bookshelf flips the corresponding shelf to the other side, revealing any books stored in the paired shelf. While this makes the clockwork bookshelf a little deeper than a normal bookshelf, in order to fit both shelves, it effectively allows you to store twice as many books using the same amount of wall space. Those who wish to keep volumes {@condition hidden} from visitors (or perhaps stow a weapon or potion within a false book) often load the {@condition hidden} shelf first, then switch to the second shelf lined with more respectable volumes." ], - "generic": false, "consumable": false }, { @@ -1660,8 +1571,7 @@ ], "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "bulk": "4", "category": "no category found", @@ -1669,7 +1579,6 @@ "This handy clockwork device is too expensive for most warehouses and shipping docks to make use of it, but some nobles have purchased the item for their staff as a status symbol, and merchants who are in the shipping trade can afford to slowly reap the benefits of its usage. It takes 1 minute to wind a clockwork box packer; after which, it can function for up to 1 hour.", "You can indicate how high you want the clockwork box packer to stack boxes and what the packing storage dimensions are. Once packing instructions have been input, you can load a crate onto the clockwork box packer, and it begins its task. Once the box is stacked, the clockwork box packer closes the box, if necessary, then ties a ribbon or cord around it from a supply loaded into the clockwork box packer in advance. Once the package is secure, the clockwork box packer stacks it and then swivels back into position, ready to accept another box. In this way, the clockwork device can finish within minutes a packing job that might take humanoid workers an hour." ], - "generic": false, "consumable": false }, { @@ -1689,15 +1598,12 @@ ], "price": { "coin": "gp", - "amount": 8, - "note": null + "amount": 8 }, "category": "Snare", "entries": [ "This simple clockwork bird is no larger than a sparrow, designed to be wound up and perched on a tree branch or ledge. The Tiny clockwork remains immobile and silent until a Small or larger creature enters the square beneath its perch, at which point it springs into action. Once activated, it flies around making a loud chirping sound that can be heard up to 500 feet away. The bird then follows the creature that activated it for up to one hour or until it is destroyed, doing its best to stay just above the creature and out of reach, and continuing its string of loud chirps. The bird is an object with a Speed 10 feet, and a fly Speed of 25 feet. It has AC 15, Hardness 5, HP 10 (BT 5) and object immunities. Once {@condition broken}, it can no longer fly. It can't attack or otherwise damage other creatures. After an hour has passed after its activation, the clockwork chirper falls into a pile of useless components." - ], - "generic": false, - "consumable": true + ] }, { "name": "Clockwork Disguise", @@ -1711,11 +1617,10 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "worn armor", - "bulk": "2", + "bulk": 2, "ac": 2, "dexCap": 3, "str": 12, @@ -1738,15 +1643,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Transform the clockwork disguise into any one current preset configuration of the user's choice." ] } ], - "generic": false, "consumable": false }, { @@ -1763,8 +1664,7 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "Worn", "bulk": "4", @@ -1787,16 +1687,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The diving suit shoots out a water jet that causes you to {@action Swim} 25 feet in a straight line. The distance of this movement is unaffected by your swim Speed, if you have one, or the armor's Speed penalty.", "However, {@quickref difficult terrain||3|terrain}, such as the {@quickref difficult terrain||3|terrain} for moving up or down or moving against a current, still slows this movement." ] } ], - "generic": false, "consumable": false }, { @@ -1818,10 +1714,9 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -1835,8 +1730,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "When activated, you gain {@ability low-light vision} for 10 minutes." @@ -1847,8 +1741,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [ "When activated, you gain {@ability low-light vision} and {@ability darkvision} for 10 minutes." @@ -1859,15 +1752,13 @@ "level": 8, "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "entries": [ "When activated, you gain {@ability low-light vision}, {@ability darkvision}, and the effects of {@spell see invisibility} for 10 minutes." ] } - ], - "consumable": true + ] }, { "name": "Clockwork Megaphone", @@ -1881,16 +1772,14 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, - "bulk": "1", + "bulk": 1, "category": "no category found", "entries": [ "A clockwork megaphone uses cunning clockwork gears to adjust the shape and angle of the cone within the megaphone, allowing you to raise or lower the volume, widen or contract the angle in which you project your voice, or both at the same time. This makes a clockwork megaphone far more useful than an ordinary megaphone for situations where you want to make sure that everyone in a particular venue or location can hear you without being so loud that your voice comes across as a painful shout. It takes 1 minute to wind up a clockwork megaphone, which allows it to remain active for up to 1 hour of adjustments, only counting the time you change the megaphone's settings, not the time you spend speaking.", "Since it automatically enters standby mode when not in use, this typically means you don't have to wind up the clockwork megaphone for months, or even years, depending on how often you adjust the settings each day." ], - "generic": false, "consumable": false }, { @@ -1910,15 +1799,12 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "category": "Snare", "entries": [ "These cute and unassuming toy monkeys are often dressed in loud clothing and carry a percussion instrument. It's activated once a creature moves adjacent to the square it sits in, at which point it leaps on the creature, scurrying about on its agile hind legs while it pounds on its instrument, riding the creature and raising a racket. The creature being assaulted by the monkey must find a way to escape its agitator either via flinging the monkey off with the {@action Escape} action (DC 18) or by breaking the monkey. The monkey has AC 19, Hardness 2, HP 10 (BT 5) and object immunities." - ], - "generic": false, - "consumable": true + ] }, { "name": "Concealed Holster", @@ -1933,17 +1819,12 @@ "amount": 25 }, "bulk": "L", - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This leather holster is crafted to better hide small firearms from view. Only firearms designed for use in one hand are small enough to disguise with this holster. You gain a +1 item bonus to {@skill Stealth} checks and DCs to hide or conceal a {@filter firearm|items||Hands=1|Group=Firearm} or {@item hand crossbow} in this holster." ], - "craftReq": null, - "generic": false + "craftReq": null }, { "name": "Cryomister", @@ -1964,10 +1845,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -1980,8 +1860,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The area is a 5-foot burst, the {@skill Acrobatics} DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size." @@ -2021,8 +1900,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "entries": [ "The area is a 10-foot burst, the {@skill Acrobatics} DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures." @@ -2062,8 +1940,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "The area is a 15-foot burst, the {@skill Acrobatics} DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures." @@ -2103,8 +1980,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "The area is a 20-foot burst, the {@skill Acrobatics} DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can't support Gargantuan creatures larger than a 20-by-20-foot space, such as a {@creature mu spore}." @@ -2139,8 +2015,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Darkvision Scope", @@ -2182,8 +2057,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [] }, @@ -2192,8 +2066,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 5500, - "note": null + "amount": 5500 }, "entries": [ "The item bonus is +2 and activating the scope grants {@ability greater darkvision} until the beginning of your next turn, as long as you continue to look through the scope." @@ -2229,8 +2102,7 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "worn eyepiece", "bulk": "L", @@ -2239,7 +2111,6 @@ "The darkened lenses of these goggles protect sensitive eyes from bright light but make seeing in the dark more difficult.", "While wearing day goggles, you gain a +1 item bonus to saving throws against visual {@trait light} effects. However, while wearing the goggles, you take a \u20132 item penalty to visual {@skill Perception} checks and you treat areas of bright light as dim light and areas of dim light as darkness for the purpose of whether you can see. While this is normally a disadvantage, if you have light blindness, you aren't {@condition dazzled} in bright light as long as you continue wearing the day goggles, since to your eyes, there is only dim light. You can wear the goggles around your neck or on your forehead, granting no benefits, but allowing you to move them over your eyes with a single {@action Interact} action, without having to withdraw them first." ], - "generic": false, "consumable": false }, { @@ -2258,8 +2129,7 @@ ], "price": { "coin": "gp", - "amount": 9000, - "note": null + "amount": 9000 }, "category": "Snare", "entries": [ @@ -2273,9 +2143,7 @@ "Critical Failure": "The creature takes double damage is {@condition stunned|CRB|stunned 4}." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Deployable Cover", @@ -2287,7 +2155,7 @@ "Uncommon" ], "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an {@action Interact} action to create cover. Deployable cover is large enough to {@action Take Cover} behind, allowing you (and others) to gain standard cover when you use the {@action Take Cover} action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute." @@ -2299,8 +2167,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [] }, @@ -2309,8 +2176,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 35, - "note": null + "amount": 35 }, "entries": [ "Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown weapons. While a creature has cover from {@action Take Cover||Taking Cover} behind a ballistic cover, it gains resistance 2 to piercing damage from ranged weapons and ranged unarmed attacks." @@ -2335,8 +2201,7 @@ ], "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "category": "Snare", "entries": [ @@ -2350,9 +2215,7 @@ "Critical Failure": "The creature takes double damage and 6 {@condition persistent damage ||persistent bleed damage}." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Door Ram", @@ -2367,8 +2230,7 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "portable, held in 4 hands", "bulk": "3", @@ -2377,7 +2239,6 @@ "Crew 2; Proficiency simple A door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has handholds carved into it or grips attached to it.", "Ram {@as 2} Requirements The other member of the crew has Readied to {@action Stride} on your order; Effect You and the other crew member {@action Stride}, with a maximum distance equal to the slowest crew member's Speed, then make a melee {@action Strike} with the ram against a structure or an unattended, stationary object. The damage of this {@action Strike} is {@dice 2d8} + the highest Strength modifier among members of the crew." ], - "generic": false, "consumable": false }, { @@ -2393,16 +2254,77 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ - "A drake rifle is a firearm made from the saliva glands of a drake. The firearm launches small bursts of empowered spittle instead of typical rounds of ammunition. A drake rifle " + "A drake rifle is a firearm made from the saliva glands of a drake. The firearm launches small bursts of empowered spittle instead of typical rounds of ammunition. A drake rifle is a {@item +1 weapon potency||+1} weapon. It's a distinct type of martial firearm that deals {@damage 1d10} damage with a range increment of 150 feet and reload 1. It deals acid, cold, electricity, fire, or poison damage, depending on the drake from which it was made. On a critical hit, the spittle clings to the target and they take persistent damage of the same type as the weapon equal to {@damage 1d4} + the number of weapon damage dice. A drake rifle does not add critical specialization effects.", + { + "type": "ability", + "activity": { + "unit": "action", + "number": 3 + }, + "components": [ + "Interact" + ], + "traits": [ + "evocation", + "magical" + ], + "frequency": { + "unit": "day", + "freq": 1 + }, + "entries": [ + "You fire a large, specialized burst designed to hamper your foes. Make a ranged {@action Strike} with the drake rifle. As long as the {@action Strike} isn't a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage.", + "On a hit, the drake rifle provides one of the following additional effects based on its damage type:", + { + "type": "list", + "items": [ + { + "name": "Acid", + "type": "item", + "entries": [ + "Clinging acid makes it painful and sickening to move. The target becomes {@condition sickened 1}." + ] + }, + { + "name": "Cold", + "type": "item", + "entries": [ + "Frozen spittle clings to the target. The target takes a \u201310-foot status penalty to their Speeds for 1 minute." + ] + }, + { + "name": "Electricity", + "type": "item", + "entries": [ + "Small bursts of electricity continue to spark and jolt the target. The target becomes {@condition dazzled} and {@condition flat-footed} for {@dice 1d4} rounds." + ] + }, + { + "name": "Fire", + "type": "item", + "entries": [ + "A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it's on the ground, it falls {@condition prone}." + ] + }, + { + "name": "Poison", + "type": "item", + "entries": [ + "Noxious vapors fill the target's lungs. The target becomes {@condition enfeebled 1} and {@condition clumsy 1} for 1 minute." + ] + } + ] + } + ] + } ], - "generic": false, + "craftReq": "The initial raw materials must include the saliva glands of a ritually hunted drake with a breath weapon that deals the appropriate damage type for the drake rifle.", "consumable": false }, { @@ -2422,18 +2344,16 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "command", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "command" + ] }, "ammunition": [ "Dose or Round of Black Powder|G&G|round" @@ -2451,9 +2371,7 @@ "Critical Failure": "As failure, except the target is initially {@condition slowed|CRB|slowed 2}." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Duchy Defender", @@ -2469,7 +2387,7 @@ "Occult" ], "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "perception": { "default": 26, @@ -2533,8 +2451,6 @@ "unit": "round", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The duchy defender focuses its will on a single target it can see and who it knows is guilty of committing a crime within Alkenstar's borders. The next time the duchy defender damages this target, it deals an additional {@damage 2d8} precision damage." ] @@ -2558,7 +2474,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -2572,18 +2487,12 @@ "coin": "sp", "amount": 1 }, - "bulk": null, - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "These small pieces of cloth and stuffing have been crafted to dramatically muffle sound and easily slide into and out of the ear canals of humanoid creatures. You can insert or remove earplugs from your ears or a willing creature's ears with a single {@action Interact} action using one hand. They take a \u20132 circumstance penalty to all {@trait auditory} {@skill Perception} checks but also gain a +2 circumstance bonus to saving throws against {@trait auditory} effects." ], - "craftReq": null, - "generic": false + "craftReq": null }, { "name": "Electrocable", @@ -2598,8 +2507,7 @@ ], "price": { "coin": "gp", - "amount": 45, - "note": null + "amount": 45 }, "usage": "held in 2 hands", "bulk": "L", @@ -2607,7 +2515,6 @@ "entries": [ "This footlong length of conductive cable is capped on both ends by grounded handles containing Stasian coils. These coils can be turned on or off as a single action. While on, the coils electrify the cable, dealing {@damage 1d6} electricity and {@damage 1d6} fire damage in a thin precise line to anything the cable touches, though the cable is too unwieldy to use as a weapon. Electrocables are typically used to \"cut\" a thin straight line through metal. They ignore 10 points of a metal object's hardness." ], - "generic": false, "consumable": false }, { @@ -2623,20 +2530,18 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "worn", - "bulk": "1", + "bulk": 1, "activate": { "activity": { "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -2650,9 +2555,7 @@ "Critical Failure": "You take {@damage 2d6} electrical damage and 3 persistent electrical damage." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Energized Cartridge", @@ -2668,8 +2571,7 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "affixed to a firearm or crossbow", "bulk": "-", @@ -2678,17 +2580,16 @@ "number": 1, "unit": "free" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You're trained in use of the affixed firearm or crossbow.", - "frequency": null, "trigger": "You attempt an attack roll with the affixed firearm or crossbow" }, "category": "Talisman", "entries": [ "This simple brass shell casing contains trace amounts of alchemical ingredients and is usually attached to the underside of the affixed weapon's barrel. When activated, it causes the ammunition fired from the affixed weapon to transform into your choice of acid, cold, electricity, or fire, dealing damage of the appropriate energy type instead of its usual damage as well as {@damage 1d6} {@condition persistent damage} of the same type on a critical hit." - ], - "generic": false, - "consumable": true + ] }, { "name": "Eroding Bullet", @@ -2704,18 +2605,16 @@ ], "price": { "coin": "gp", - "amount": 22, - "note": null + "amount": 22 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "Dose or Round of Black Powder|G&G|round" @@ -2723,9 +2622,7 @@ "category": "Consumable", "entries": [ "Eroding bullets cast a faint green glow, and smell like the sicklysweet organic gases that rise from corpses. Handling an eroding bullet without gloves deals 1 point of acid damage and leaves the putrid scent coated on your fingers. Upon Striking an enemy, the glass casing inside the bullet bursts, releasing a splattering of bubbling green acid that coats the target. The target takes {@damage 2d6} {@condition persistent damage ||persistent acid damage} in addition to the damage normally dealt by the attack." - ], - "generic": false, - "consumable": true + ] }, { "name": "Etheric Essence Disruptor", @@ -2739,16 +2636,15 @@ "Gadget" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "activate": { "activity": { "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -2761,8 +2657,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [ "The range is 30 feet, the counteract modifier is +7, and the counteract level is 2." @@ -2778,8 +2673,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "entries": [ "The range is 40 feet, the counteract modifier is +13, and the counteract level is 4." @@ -2795,8 +2689,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [ "The range is 60 feet, the counteract modifier is +18, and the counteract level is 6." @@ -2812,8 +2705,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [ "The range is 90 feet, the counteract modifier is +24, and the counteract level is 8." @@ -2832,8 +2724,7 @@ "replace": "Upon activation, attempt to counteract an active \\{@trait divine\\} or \\{@trait occult\\} spell within the listed range, with the listed counteract modifier and counteract level." }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Explosive Mine", @@ -2853,10 +2744,9 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -2871,8 +2761,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The mine deals {@damage 2d6} fire damage, and the Reflex DC is 15." @@ -2888,8 +2777,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "entries": [ "The mine deals {@damage 6d6} fire damage, and the Reflex DC is 20." @@ -2905,8 +2793,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "entries": [ "The mine deals {@damage 12d6} fire damage, and the Reflex DC is 29." @@ -2922,8 +2809,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ "The mine deals {@damage 18d6} fire damage in a 10-foot emanation, and the Reflex DC is 38." @@ -2941,8 +2827,7 @@ "replace": "dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save" }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Exsanguinating Ammunition", @@ -2959,10 +2844,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "any" @@ -2978,8 +2862,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [ "The target gains weakness 1 to {@condition persistent damage ||persistent bleed damage}." @@ -2995,8 +2878,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "entries": [ "The target gains weakness 3 to {@condition persistent damage ||persistent bleed damage}." @@ -3012,8 +2894,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "entries": [ "The target gains weakness 5 {@condition persistent damage ||persistent bleed damage}." @@ -3031,8 +2912,7 @@ "mode": "replaceTxt", "replace": "the listed weakness" } - }, - "consumable": true + } }, { "name": "Extendable Pincer", @@ -3046,8 +2926,7 @@ ], "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "usage": "held in 2 hands", "bulk": "L", @@ -3055,7 +2934,6 @@ "entries": [ "This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an {@action Interact} action, you can extend or retract the rod by 5 feet to one of three settings, allowing you to {@action Interact} to pick up an object with the pincer either within your own space, in an adjacent space, or exactly 10 feet away." ], - "generic": false, "consumable": false }, { @@ -3073,18 +2951,14 @@ ], "price": { "coin": "gp", - "amount": 65, - "note": null + "amount": 65 }, "activate": { "activity": { "number": 2, "unit": "action" }, - "components": "command, envision", - "requirements": null, - "frequency": null, - "trigger": null + "components": "command, envision" }, "ammunition": [ "Dose or Round of Black Powder|G&G|round" @@ -3092,9 +2966,7 @@ "category": "Consumable", "entries": [ "These bullets are seaweed-green, refract light like an emerald, and are covered in a thin film of gray-green powder. When fired, a fairy bullet creates an effect that functions as the {@spell glitterdust} spell in a line between you and your target. This line can be no more than 60 feet long, so if the target is more than 60 feet away from you, the line simply ends after reaching its maximum distance. Since the fairy bullet is fired before the glitterdust can reveal the target, the effects don't affect the flat check for the attack roll with the fairy bullet." - ], - "generic": false, - "consumable": true + ] }, { "name": "Fiend's Mouth Cannon", @@ -3108,8 +2980,7 @@ ], "price": { "coin": "gp", - "amount": 2800, - "note": null + "amount": 2800 }, "usage": "mounted (black powder)", "category": "Siege Weapon", @@ -3118,7 +2989,6 @@ "They get their name from the fiendish features usually adorning their barrels and frames. Compared to a standard field cannon, a fiend's mouth cannon can be aimed more easily, but flexibility comes at the cost of mobility. The barrel rests on a platform which can be rotated 360 degrees to allow for precise aiming.", "Aim {@as 2} 200 feet, minimum distance 50 feet Load {@as 2} (manipulate) 2 times, requires a successful DC 20 {@skill Athletics} check Launch {@as 1} (manipulate, range increment 300 feet) {@damage 8d12} bludgeoning, single target, DC 27 Reflex." ], - "generic": false, "consumable": false }, { @@ -3138,15 +3008,12 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "category": "Snare", "entries": [ "Anyone who opens the box triggers a clockwork mechanism that unleashes a 15-foot cone of fire. The cone issues forth in a random direction determined by the GM but always including the creature who opened the box. Those within the cone must succeed at a DC 17 basic Reflex save or take {@damage 4d6} fire damage." - ], - "generic": false, - "consumable": true + ] }, { "name": "Firearm Cleaning Kit", @@ -3160,17 +3027,12 @@ "amount": 1 }, "bulk": "L", - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without a firearm cleaning kit, you can't perform the necessary tasks during your daily preparations to ensure that your firearm isn't at risk of misfiring under normal use conditions." ], - "craftReq": null, - "generic": false + "craftReq": null }, { "name": "Firedrake", @@ -3184,15 +3046,13 @@ ], "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "category": "Siege Weapon", "entries": [ "3 Bulk) Usage mounted (black powder); Space 15 feet long, 12 feet wide, 10 feet high Crew 3 to 5; Proficiency martial AC 22; Fort +16, Reflex +9 Hardness 12; HP 70 (BT 35); Immunities object immunities; Resistances fire 10 Speed 15 feet (pulled or pushed) This alchemical black powder hybrid siege weapon uses a blast of black powder to spray alchemical fire from a long metal nozzle, often sculpted or painted with designs resembling a dragon's neck and head. The nozzle turns on a ratcheted, rotating disc with a reservoir in the center to hold a barrel full of combustible alchemical liquid, using black powder to propel the fire. This main structure is atop a wheeled cart to allow it to be easily moved. Unlike most mounted siege weapons, a firedrake is intended to be wheeled out into the thick of a skirmish rather than shooting from a distance.", "Aim {@as 2} rotate 45º Load {@as 2} (manipulate) 3 times, requires a successful DC 20 {@skill Athletics} check Launch {@as 1} (manipulate) {@damage 8d6} fire plus {@damage 1d6} {@condition persistent damage ||persistent fire}, 60-foot line or 30-foot cone, DC 23 Reflex. Switching between the firedrake's line or cone mode takes an {@action Interact} action, and any of the crew can perform the action." ], - "generic": false, "consumable": false }, { @@ -3212,16 +3072,13 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "category": "Snare", "entries": [ "The snare takes the form of a Tiny, drake-like clockwork toy. When a creature enters its square the snare activates, causing the drake to spit a gout of fire in a 15-foot cone in the direction from which the creature entered.", "For instance, if a creature entered the square coming from the east, the cone would point east, to hit any allies behind the triggering creature. Those within the cone must succeed a DC 19 basic Reflex save or take {@damage 6d6} fire damage. After spitting its fire, the snare falls apart." - ], - "generic": false, - "consumable": true + ] }, { "name": "Flare Beacon", @@ -3241,10 +3098,9 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -3257,8 +3113,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "_mod": { "entries": { @@ -3272,8 +3127,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 35, - "note": null + "amount": 35 }, "_mod": { "entries": { @@ -3289,8 +3143,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 180, - "note": null + "amount": 180 }, "_mod": { "entries": { @@ -3307,8 +3160,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 1500, - "note": null + "amount": 1500 }, "_mod": { "entries": { @@ -3328,8 +3180,7 @@ "replace": "The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be \\{@condition dazzled\\} until they are no longer adjacent to it." }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Frog Chair", @@ -3344,8 +3195,7 @@ ], "price": { "coin": "gp", - "amount": 475, - "note": null + "amount": 475 }, "bulk": "3", "category": "Assistive Item", @@ -3365,8 +3215,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You activate the wheelchair's springs to make hopping leaps.", "For 1 minute, whenever you {@action Leap} with the wheelchair, you can jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action." @@ -3385,14 +3233,11 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You activate the wheelchair's tongue to grab a nearby object and bring it to you. {@action Interact} to pick up an unattended object within 15 feet and bring it to your empty hand. If you don't have a hand to take the object, it falls in your space instead." ] } ], - "generic": false, "consumable": false }, { @@ -3412,15 +3257,12 @@ ], "price": { "coin": "gp", - "amount": 115, - "note": null + "amount": 115 }, "category": "Snare", "entries": [ "The snare takes the form of a Tiny frost worm clockwork toy. When a creature enters its square, the snare activates, causing the worm to let loose a 30-foot line of frost in the direction from which the creature entered the square. For instance, if a creature entered the square coming from the south, the worm would shoot the line south, to hit any allies of the triggering creature. Those within the line must succeed a DC 25 basic Reflex save or take {@damage 10d6} cold damage. After spitting its frost, the snare falls apart." - ], - "generic": false, - "consumable": true + ] }, { "name": "Gadget Skates", @@ -3436,8 +3278,7 @@ ], "price": { "coin": "gp", - "amount": 21, - "note": null + "amount": 21 }, "usage": "worn (attached to footwear or feet)", "bulk": "L", @@ -3446,19 +3287,14 @@ "number": 1, "unit": "action" }, - "components": "Interact (move)", - "requirements": null, - "frequency": null, - "trigger": null + "components": "Interact (move)" }, "category": "Consumable", "entries": [ "Gadget skates are metal devices that come in pairs and strap onto existing footwear (or a creature's feet)", "When you {@action Activate an Item||Activate} gadget skates, clockwork gears reveal small wheels that propel you along the ground, moving you up to twice your Speed. During this movement, you must succeed at a DC 20 {@skill Acrobatics} check to turn up to 90 degrees, and you can't turn more than once or more than 90 degrees. During the activation and after the activation is complete, you can't {@action Stride}, {@action Step}, or otherwise move on the ground until the end of your next turn. However, you can use this movement instead of a {@action Stride} to perform a {@action High Jump} or {@action Long Jump} just after the activation ends, in the direction of your last movement using the gadget skates.", "You can Sustain the Activation of your gadget skates for up to 1 minute. Starting on the turn after you {@action Activate an Item||Activate} the gadget skates, the first time you Sustain the Activation each turn, you gain the effects of the activation again: you move up to twice your Speed in the same direction as your last movement with the gadget skates, and the restrictions continue to apply until you choose to cease Sustaining the Activation or you reach the maximum duration. Once the effect ends, the skates fall away and you can move normally." - ], - "generic": false, - "consumable": true + ] }, { "name": "Galvanic Mortal Coil", @@ -3473,8 +3309,7 @@ ], "price": { "coin": "gp", - "amount": 970, - "note": null + "amount": 970 }, "usage": "held in 1 hand", "bulk": "L", @@ -3494,8 +3329,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You drive the coil into a living creature that has 0 HP while attaching the other end to yourself, in order to damage their heart and possibly siphon their life force. The galvanic mortal coil casts death knell on the creature (DC 27)." ] @@ -3514,14 +3347,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You implant the coil into a corpse. The coil casts talking corpse on the body." ] } ], - "generic": false, "consumable": false }, { @@ -3537,13 +3367,10 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "category": "Consumable", - "entries": [], - "generic": false, - "consumable": true + "entries": [] }, { "name": "Gecko Pads", @@ -3564,10 +3391,9 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -3580,8 +3406,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "entries": [ "The climb Speed lasts for 10 minutes." @@ -3592,15 +3417,13 @@ "level": 9, "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "entries": [ "The climb Speed lasts for 1 hour." ] } - ], - "consumable": true + ] }, { "name": "Ghostshot Wrapping", @@ -3616,8 +3439,7 @@ ], "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "usage": "affixed to a ranged weapon", "bulk": "\u2013", @@ -3626,17 +3448,15 @@ "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You attempt a ranged {@action Strike} with the affixed weapon while {@condition hidden} or {@condition undetected}." }, "category": "Talisman", "entries": [ "This long strip of linen is tightly wound around the barrel of the affixed firearm or the grip of a bow. When activated, the talisman's magic dampens the sound of the triggering shot, rendering it completely silent, and additionally skews the angle of the shot, so it appears to come from a different location and direction than your actual position. You don't become automatically {@condition observed} to any creatures due to making the triggering {@action Strike}." - ], - "generic": false, - "consumable": true + ] }, { "name": "Glue Bullet", @@ -3651,18 +3471,16 @@ ], "price": { "coin": "gp", - "amount": 16, - "note": null + "amount": 16 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "Dose or Round of Black Powder|G&G|round" @@ -3670,9 +3488,7 @@ "category": "Consumable", "entries": [ "These cartridges are filled with sticky clear glue. When a glue bullet hits, a syrupy webbing coats the target and sticks to the ground or a nearby surface, hindering their movement. The target takes a \u201310-foot circumstance penalty to its Speeds for {@dice 2d4} rounds, or until it Escapes against a DC of 18. On a critical hit, the target is also {@condition immobilized} until it Escapes." - ], - "generic": false, - "consumable": true + ] }, { "name": "Goblin-eye Orb", @@ -3688,8 +3504,7 @@ ], "price": { "coin": "gp", - "amount": 24, - "note": null + "amount": 24 }, "usage": "affixed to a weapon", "bulk": "\u2013", @@ -3698,17 +3513,16 @@ "number": 1, "unit": "free" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You're an expert with the affixed firearm or crossbow and an expert in {@skill Perception}.", - "frequency": null, "trigger": "You attempt a {@action Strike} with the affixed firearm or crossbow against an enemy that's {@condition concealed} or {@condition hidden} to you" }, "category": "Talisman", "entries": [ "This colorful marble dangles from a leather thong wrapped around the affixed weapon. When you activate the band, for the triggering {@action Strike}, you don't need to attempt a flat check due to the enemy being {@condition concealed} or {@condition hidden} to you." - ], - "generic": false, - "consumable": true + ] }, { "name": "Grappling Gun", @@ -3720,7 +3534,7 @@ "Uncommon" ], "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute." @@ -3732,8 +3546,7 @@ "level": 0, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [] }, @@ -3742,8 +3555,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [ "Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three {@action Interact} actions." @@ -3765,11 +3577,10 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "held in 1 hand", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "A growth gun is a +1 striking hand cannon made from the regenerative flesh of a hydra, troll, or other similar creature. It has an attached flesh sac that slowly replenishes one shot each round and can be loaded like a normal round of ammunition. It fires regenerating gobbets of flesh, bone, or teeth, determined by the damage type selected for its {@trait modular} trait. A growth gun can be fired underwater, though it's still limited by the selected damage type as normal.", @@ -3787,15 +3598,12 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Make a ranged {@action Strike}. On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature becomes {@condition slowed|CRB|slowed 1} for 1 round, after which the growth withers and falls off." ] } ], "craftReq": "The initial raw materials must include the flesh of a creature with regeneration.", - "generic": false, "consumable": false }, { @@ -3812,8 +3620,7 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "worn", "bulk": "L", @@ -3829,9 +3636,6 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner's bandolier and removing the runes from any previously drawn weapon. Then, you {@action Interact} to draw the weapon." ] @@ -3845,15 +3649,11 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "All weapons that were attuned to the bandolier when you invested it, not including any weapons you're currently wielding, return to the bandolier, and one of the returned weapons is automatically reloaded." ] } ], - "generic": false, "consumable": false }, { @@ -3867,16 +3667,14 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "worn saddle", - "bulk": "2", + "bulk": 2, "category": "Worn", "entries": [ "Developed by marauders from the Mana Wastes, this clockwork saddle comes with a retractable weapon mount that can be used as a tripod to stabilize a weapon with the kickback trait. Just like a normal tripod, you {@action Interact} to deploy the tripod to stabilize the firearm, and then again to retract the tripod to move it. The saddle uses complex hydraulics to protect the steed from the firearm's recoil." ], - "generic": false, "consumable": false }, { @@ -3890,8 +3688,7 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "worn cloak", "bulk": "L", @@ -3900,7 +3697,6 @@ "This fine cloak is lined with tiny tubes of slowly reacting alchemical reagents. These chemicals generate heat, which is circulated throughout the cloak by the wearer's movements.", "While active, the wearer is protected from severe cold. The cloak offers no protection from extreme or incredible cold. It operates for 24 hours and can be reset with a simple process that takes 1 minute." ], - "generic": false, "consumable": false }, { @@ -3916,8 +3712,7 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "usage": "mounted", "category": "Siege Weapon", @@ -3925,7 +3720,6 @@ "Crew 3 to 6; Proficiency martial AC 22; Fort +18, Ref +12 Hardness 15; HP 80 (BT 40); Immunities object immunities Speed 15 feet (pulled or pushed) Capable of launching bolts the size of fully grown trees, a heavy ballista is best suited to smashing down castle gates, walls, or similar fortifications.", "Aim {@as 2} 60 feet, minimum distance 40 feet Load {@as 2} (manipulate) 3 times, requires a successful DC 20 {@skill Athletics} check." ], - "generic": false, "consumable": false }, { @@ -3940,15 +3734,13 @@ ], "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "category": "Siege Weapon", "entries": [ "Bulk) Usage mounted (black powder); Space 17 feet long, 6 feet wide, 6 feet high Crew 3 to 6; Proficiency martial AC 23; Fort +18, Reflex +10 Hardness 18; HP 50 (BT 25); Immunities object immunities A heavy bombard looks like little more than a large metal cylinder, resembling the barrel of a firearm so large that it's immobile. The sheer size of the weapon allows it to strike far and hard.", "Aim {@as 3} 50 feet, minimum distance 50 feet Load {@as 2} (manipulate) 3 times, requires a successful DC 20 {@skill Athletics} check Launch {@as 1} (manipulate, range increment 250 feet) {@damage 7d10} bludgeoning, 20-foot burst, DC 25 Reflex." ], - "generic": false, "consumable": false }, { @@ -3966,8 +3758,7 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "held in 1 hand", "bulk": "L", @@ -3986,15 +3777,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "The holy steam ball is filled with evaporated holy water and incense smoke", "entries": [ "You release the stored steam and smoke to grant yourself its protections. Each use of the holy steam ball lasts for 1 hour and gives you a +2 item bonus to Will saving throws against {@trait possession} effects from fiends and undead and effects from fiends and undead that cause the {@condition controlled} condition." ] } ], - "generic": false, "consumable": false }, { @@ -4009,8 +3797,7 @@ ], "price": { "coin": "gp", - "amount": 180, - "note": null + "amount": 180 }, "usage": "mounted (black powder)", "category": "Siege Weapon", @@ -4020,7 +3807,6 @@ "Launch {@as 1} (manipulate, range increment 300 feet) {@damage 4d8} piercing, 20-foot burst, DC 18 Reflex. If you loaded at least 70 hwacha arrows, the area increases to a 25-foot burst.", "If you loaded 100 hwacha arrows, the area increases to a 30-foot burst and the damage to {@damage 5d8} piercing." ], - "generic": false, "consumable": false }, { @@ -4037,7 +3823,7 @@ "Poison" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Poison", "entries": [ "This +2 greater striking hand cannon is carved and crafted from a single large fang, worn with age and cracked with red lines. The tip of the fang has been filed down, but still leaks black fluid occasionally. It was fashioned from the tooth of the tor linnorm Hyldarf by a half-Ulfen gunsmith from Tian Xia who sought the title of linnorm king. Though the smith failed to slay the linnorm, he did claim the mighty dragon's tooth and fashion it into a magic firearm that still drips warm venom. Hyldarf survived the encounter with her attacker and slew the gunsmith years later, though by then the smith had already bequeathed the weapon to his chosen heir and it was far out of her grasp. The linnorm still searches for her missing tooth, portending potential doom for the weapon's owner.", @@ -4056,8 +3842,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You call upon Hyldarf's power to gain the magic of a linnorm for a brief time. For 1 minute, you gain the effects of fly, freedom of movement, and true seeing as well as fire resistance 20." ] @@ -4075,15 +3859,12 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You soak your shot in the fluid of the fang, imbuing it with Hyldarf's venom. The next {@action Strike} you make with Hydalf's Fang before the end of your next turn delivers the venom to the target.", "Hyldarf's Venom (fire, injury, poison) Saving Throw DC 34; Maximum Duration 3 rounds; Stage 1 {@damage 3d6} fire damage and {@condition sickened|CRB|sickened 1}; Stage 2 {@damage 6d6} fire damage and {@condition sickened|CRB|sickened 2}." ] } ], - "generic": false, "consumable": false }, { @@ -4097,8 +3878,7 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "held in 1 hand", "bulk": "-", @@ -4106,7 +3886,6 @@ "entries": [ "An ignitor uses interlocking clockwork to create a small spark in order to ignite flammable materials. While holding the ignitor, you can {@action Interact} with it to ignite a flammable object within reach." ], - "generic": false, "consumable": false }, { @@ -4123,8 +3902,7 @@ ], "price": { "coin": "gp", - "amount": 52, - "note": null + "amount": 52 }, "usage": "worn", "bulk": "L", @@ -4144,14 +3922,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Up to two firearms currently holstered in the immaculate holsters are instantly cleaned and oiled, protecting them from accidental misfires (though not misfires caused as a result of using a feat or ability). The holstered weapons are also reloaded with non-magical 0-level ammunition appropriate to a weapon of their type; if a firearm has multiple chambers, such as a slide pistol, each empty chamber is loaded. Immaculate holsters can't reload the cartridge of a repeating weapon." ] } ], - "generic": false, "consumable": false }, { @@ -4168,7 +3943,7 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This charred and blackened +2 striking clan pistol is coated in a thick layer of soot and grease and its retort sounds uncomfortably like a scream. Clearly at dangerous risk of misfire, this weapon claimed the life of its dwarven crafter shortly after completion and is haunted by that pained spirit.", @@ -4177,7 +3952,6 @@ "On a misfire, an immolation hand cannon releases a blast of concentrated fire, dealing you {@damage 2d6} fire damage and {@damage 2d6} {@condition persistent damage ||persistent fire damage}.", "An immolation clan pistol fuses with you when you first fire it. While you're fused with the immolation clan pistol, the pained spirit haunts your dreams, forcing you to relive its death each night. If you fired the immolation clan pistol that day, you are unharmed by these dreams. If you didn't fire the immolation clan pistol that day, but still possess it, you awaken {@condition fatigued}. If you no longer possess the immolation clan pistol, the spirit of its dwarven smith is enraged by your neglect; you awaken {@condition fatigued} and aflame, taking {@damage 2d6} {@condition persistent damage ||persistent fire damage}." ], - "generic": false, "consumable": false }, { @@ -4193,10 +3967,9 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, - "bulk": "1", + "bulk": 1, "category": "no category found", "entries": [ "This copper tripod with an immovable rod at its core is a perfect example of engineering ingenuity applied to magic items, adapting the eccentric power of an immovable rod for the pragmatic use of stabilizing weapons without the need for solid ground on which to stabilize them. In addition to extraplanar and aquatic environments, these devices have seen use by flying and climbing snipers who would otherwise have no way to mitigate their weapons' fierce kickback.", @@ -4209,15 +3982,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You deploy the tripod and press a button to lock it into place via the immovable rod, allowing you to deploy the tripod in midair, underwater, or anywhere else where you don't have a solid horizontal surface available. If you {@action Activate an Item||Activate} the tripod by pushing the button again, you release and retrieve the tripod. While anchored, the tripod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses {@skill Athletics} to {@action Force Open} the tripod with a DC of 40 (though most intelligent creatures can just push the button to release the tripod)." ] } ], - "generic": false, "consumable": false }, { @@ -4244,8 +4013,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points." @@ -4261,8 +4029,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [ "A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points." @@ -4278,8 +4045,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "entries": [ "A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points." @@ -4295,8 +4061,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points." @@ -4314,8 +4079,7 @@ "replace": "The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced." }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Indomitable Keepsake", @@ -4337,9 +4101,9 @@ "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You're critically hit by a firearm attack." }, "category": "Talisman", @@ -4353,8 +4117,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [] }, @@ -4363,8 +4126,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 120, - "note": null + "amount": 120 }, "entries": [ "When you activate a greater indomitable keepsake, you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10." @@ -4383,8 +4145,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "entries": [ "When you activate a major indomitable keepsake, you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10." @@ -4398,8 +4159,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Instant Spy", @@ -4415,8 +4175,7 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "held in 1 hand", "bulk": "L", @@ -4425,10 +4184,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -4436,9 +4194,7 @@ "Once you have activated the instant spy, it surreptitiously begins recording all the sounds around it for an hour. In general, it can hear sounds that are clearly audible in the location where you activated it, but not sounds that would require a {@skill Perception} check with a DC of 10 or greater to hear. The GM determines exactly what the instant spy can hear and record, as well as whether or not the recording is clear in a situation where the original sound is quiet, distorted, or intentionally obscured.", "When the recording is complete, once within the next 24 hours, you or another creature can use an {@action Interact} action to play back the stored audio in its entirety, after which the gem crumbles to dust. If no one plays the recorded sounds back within 1 day, the gem crumbles into dust anyway.", "This prevents the information from falling into the wrong hands later. It's typical to use the {@action Conceal an Object} action to hide an instant spy in a location once you've activated it, since if you don't hide it, it's relatively easy to discover in a thorough search, despite the fact that it's small and relatively unobtrusive." - ], - "generic": false, - "consumable": true + ] }, { "name": "Iris Of The Sky", @@ -4453,11 +4209,10 @@ ], "price": { "coin": "gp", - "amount": 240, - "note": null + "amount": 240 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "This +1 striking jezail is built from white hot metal and has a ruby fused into the palm wood stock. When the iris of the sky misfires, you take 5 {@condition persistent damage ||persistent fire damage}.", @@ -4475,8 +4230,6 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You focus the solar energy housed in the ruby to release a gout of solar flame instead of a bullet. Make a {@action Strike} with the iris of the sky. All damage from this {@action Strike} is fire damage and the target takes an additional {@damage 1d6} fire damage and {@damage 1d6} {@condition persistent damage ||persistent fire damage}." ] @@ -4495,14 +4248,11 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You make a wish into the iris of the sky, yearning for it to strike true, and then fire. {@action Strike} against a foe with the iris, rolling the attack roll twice and taking the better result. If the attack is a failure, you take 5 {@condition persistent damage ||persistent fire damage}." ] } ], - "generic": false, "consumable": false }, { @@ -4516,18 +4266,16 @@ ], "price": { "coin": "gp", - "amount": 120, - "note": null + "amount": 120 }, "usage": "attached to firearm", - "bulk": "1", + "bulk": 1, "category": "Modification", "entries": [ "These modifications include a heavier stock and larger replacement barrel designed to increase the stopping power of firearms. Large bore modifications can only be applied to firearms with the kickback or scatter traits, and attaching large bore modifications takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.", "Blazons of shared power When you attach large bore modifications to a kickback weapon, the circumstance bonus to damage granted by the kickback trait increases from 1 to 2 additional damage and the Strength requirement to fire the weapon without penalty increases to 18.", "When you attach large bore modifications to a weapon with the scatter trait, the radius of the scatter effect increases by 5 feet, but the weapon imposes a \u20132 penalty on attack rolls if the wielder's Strength score is less than 14. If the weapon has both the kickback and scatter traits, apply both sets of modifications with the Strength requirement raised to 18 to avoid penalties when firing." ], - "generic": false, "consumable": false }, { @@ -4543,8 +4291,7 @@ ], "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "usage": "held in 1 hand", "bulk": "L", @@ -4560,15 +4307,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Make up to four Strikes with the liar's gun. Each of the four Strikes must be against a different target within a 20-foot cone. You apply and increasing your multiple attack penalty for the four Strikes only after resolving all attacks. If the weapon misfires on any of these attacks, wait to apply the misfire until you resolve all of the attacks." ] } ], - "generic": false, "consumable": false }, { @@ -4585,16 +4328,14 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, - "bulk": "2", + "bulk": 2, "category": "no category found", "entries": [ "The light writer is a cutting edge invention, first created in Absalom in late 4721, combining magic and clockwork innovation to allow its operator to create a true-to-life, monochromatic portrait of people or a scene over the course of 20 minutes of exposure.", "It consists of two flat metal squares, one larger than the other, connected by a tube of leather similar to that found on a bellows. The smaller square, which sits at the front of the device, has a small glass lens in the center of it. The larger square contains a specially treated metallic plate on the inside; its exterior also has both a small control stick connected via flexible wire, and a small metal tube attached to the top and pointing forward. The user presses a button on the control stick to activate the light writer. Upon activation, magical light illuminates the tube, producing a steady light for 20 minutes. This light is captured by the lens and projected onto the metal plate, slowly creating an image of the scene in front of the lens. The plate can then be removed, allowing the image to be displayed anywhere the owner desires. The light writer is mounted on a tripod and must be perfectly still during operation to prevent any defects from appearing in the plate image. If creating a captured image of a living creature, it is equally important for that creature to remain still throughout the process, to avoid a ghostlike blurring of the final image." ], - "generic": false, "consumable": false }, { @@ -4627,8 +4368,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You draw a card from the bandolier and {@action Interact} to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card's suit, and a new copy of that card returns to the deck, ready to be drawn again.", "When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll {@dice 1d6} to determine the suit of the card.", @@ -4643,8 +4382,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -4653,8 +4391,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [ "You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.", @@ -4675,16 +4412,15 @@ "Consumable" ], "usage": "worn over armor and clothes", - "bulk": "1", + "bulk": 1, "activate": { "activity": { "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -4698,8 +4434,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "entries": [] }, @@ -4708,8 +4443,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "entries": [ "The area that gains an AC bonus when attracting is a 10-foot emanation, and the item bonuses and penalties increase from 1 to 2." @@ -4735,8 +4469,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [ "The area that gains an AC bonus when attracting is a 20-foot emanation, and the item bonuses and penalties increase from 1 to 3." @@ -4757,8 +4490,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Magnetite Scope", @@ -4788,9 +4520,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The next {@action Strike} you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet." ] @@ -4806,8 +4535,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 800, - "note": null + "amount": 800 }, "entries": [] }, @@ -4819,8 +4547,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 16000, - "note": null + "amount": 16000 }, "entries": [ "The item bonus is +3, and activating the scope increases the scatter radius by 10 feet." @@ -4857,9 +4584,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first." ] @@ -4875,8 +4599,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "entries": [] }, @@ -4888,8 +4611,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 800, - "note": null + "amount": 800 }, "entries": [ "The item bonus is +2, and activating the scope increases the range increment by 10 feet." @@ -4903,8 +4625,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 16000, - "note": null + "amount": 16000 }, "entries": [ "The item bonus is +3, and activating the scope increases the range increment by 20 feet." @@ -4925,16 +4646,15 @@ "Gadget" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "activate": { "activity": { "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -4947,8 +4667,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [ "The range is 30 feet, the counteract modifier is +7, and the counteract level is 2." @@ -4964,8 +4683,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "entries": [ "The range is 40 feet, the counteract modifier is +13, and the counteract level is 4." @@ -4981,8 +4699,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [ "The range is 60 feet, the counteract modifier is +18, and the counteract level is 6." @@ -4998,8 +4715,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [ "The range is 90 feet, the counteract modifier is +24, and the counteract level is 8." @@ -5018,8 +4734,7 @@ "replace": "Attempt to counteract an active \\{@trait arcane\\} or \\{@trait primal\\} spell within the listed range, with the listed counteract modifier and counteract level." }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Mechanical Torch", @@ -5032,8 +4747,7 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "held in 1 hand", "bulk": "L", @@ -5042,7 +4756,6 @@ "Powered by electricity, you can turn a mechanical torch on and off by toggling a lever on the torch with an {@action Interact} action. When active, the torch sheds bright light in either a 20-foot radius (and dim light to the next 40 feet) or a 40-foot cone (and dim light to the next 40 feet). Changing this area requires a single {@action Interact} action to flip a switch. The torch carries sufficient charge to operate for ten minutes.", "You can recharge the torch in 1 minute via an integrated crank-charging mechanism, turning the clockwork gears and generating sparks to power the torch, though doing so requires two hands." ], - "generic": false, "consumable": false }, { @@ -5064,10 +4777,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "Dose or Round of Black Powder|G&G|round" @@ -5090,8 +4802,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "_mod": { "entries": { @@ -5107,8 +4818,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "_mod": { "entries": { @@ -5124,8 +4834,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "_mod": { "entries": { @@ -5143,8 +4852,7 @@ "mode": "replaceTxt", "replace": "fire damage" } - }, - "consumable": true + } }, { "name": "Mortar", @@ -5158,8 +4866,7 @@ ], "price": { "coin": "gp", - "amount": 720, - "note": null + "amount": 720 }, "usage": "mounted (black powder)", "category": "no category found", @@ -5168,7 +4875,6 @@ "Due to the steep angle of its arc, such mortars are especially useful when opposing barricaded targets.", "Aim {@as 2} 40 feet, minimum distance 50 feet Load {@as 2} (manipulate) 3 times Launch {@as 2} (manipulate, range increment 100 feet) {@damage 5d10} slashing, 20-foot burst, DC 21. Because a mortar launches its round at a high angle, the mortar round descends on the center of the burst from above, not in a straight line from the mortar. This affects whether creatures have cover from the mortar launch." ], - "generic": false, "consumable": false }, { @@ -5183,7 +4889,7 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This +2 greater striking flintlock pistol has the odd construction of possessing two triggers, one of soapstone and one of onyx, clearly separated with individual trigger guards. Originally created by a student at Blythir College in Alkenstar, the mountebank's passage has the ability to create temporary linked portals on existing surfaces. The weapon disappeared shortly after its invention, but rumors have circulated that it now belongs to a group of thieves who use it to commit impossible robberies.", @@ -5196,8 +4902,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "the mountebank's passage isn't loaded", "entries": [ "You pull the soapstone trigger. Choose a vertical surface within 120 feet. A beam of white energy crackles to the vertical surface and creates a white portal on that surface. Any creature who moves through the white portal comes out through the mountebank's passage's black portal, if one exists on the same plane. Using this activation causes any previous white portal to disappear, even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations." @@ -5212,8 +4916,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "the mountebank's passage isn't loaded", "entries": [ "You pull the onyx trigger.", @@ -5222,7 +4924,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -5236,17 +4937,15 @@ ], "price": { "coin": "gp", - "amount": 16, - "note": null + "amount": 16 }, "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This wide, hollow tube is two to three feet long and fires an unattached net at much greater range than one can be thrown.", "A net launcher can be wielded while propped up on your shoulder or cradled under your arm. A net must be carefully folded to be launched without tangling. Properly loading a net into a net launcher takes 1 minute. A net fired with a net launcher can target a Medium or smaller creature within 40 feet, rather than 20 feet." ], - "generic": false, "consumable": false }, { @@ -5262,8 +4961,7 @@ ], "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "bulk": "4", "category": "no category found", @@ -5273,7 +4971,6 @@ "He tasked the country's brightest inventors with creating devices that would, in his words, \"Ensure that no mortal need fear death from the desert heat.\" This machine was the first creation to come out of this consolidated engineering effort, but it won't be the last.", "A nightbreeze machine can affect an enclosed area of no more than 50 feet by 50 feet and has negligible effect when used in a larger enclosed area or outside. While active, it reduces the effects of severe heat by one step to mild heat, and reduces extreme heat to severe heat (Core Rulebook page 518). A nightbreeze machine isn't powerful enough to reduce the effects of incredible heat, though fortunately such heat isn't found naturally in the deserts of Rahadoum. A nightbreeze machine runs for 8 hours, after which it must be wound in a process that takes 10 minutes to complete. The 8 hours of activity don't have to be consecutive." ], - "generic": false, "consumable": false }, { @@ -5293,8 +4990,7 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "category": "Snare", "entries": [ @@ -5308,9 +5004,7 @@ "Critical Failure": "The creature takes double damage and is {@condition deafened} for 1 minute." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Pact-bound Pistol", @@ -5340,7 +5034,6 @@ "After you have consigned 9 souls to {@deity Mephistopheles|LOGM} in this way, the contract is fully scribed upon your flesh. You become immune to fire damage and the pact-bound pistol becomes a +2 striking greater fearsome dueling pistol. Your soul belongs to {@deity Mephistopheles|LOGM} and immediately goes to Hell when you die. You can't be returned to life through any means, even through the divine intervention of a deity.", "Failing to wield a pact-bound pistol is a breach of contract. Each day you go without firing the pact-bound pistol at a living creature, you must attempt a Will saving throw. On a failure, you become {@condition stupefied|CRB|stupefied 1}. If you are already {@condition stupefied}, the value of your {@condition stupefied} condition increases by 1, to a maximum of {@condition stupefied|CRB|stupefied 4}. While you're fused with the pact-bound pistol, you can't reduce the value of your {@condition stupefied} condition except by damaging a living creature with it. Whenever you damage a living creature with it, if you are suffering from the {@condition stupefied} condition due to the pact-bound pistol, your {@condition stupefied} condition is removed." ], - "generic": false, "consumable": false }, { @@ -5355,15 +5048,13 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, - "bulk": "2", + "bulk": 2, "category": "no category found", "entries": [ "Whether it's a parchment with ominous pentagrams and Steamflight Pack " ], - "generic": false, "consumable": false }, { @@ -5380,8 +5071,7 @@ ], "price": { "coin": "gp", - "amount": 35, - "note": null + "amount": 35 }, "usage": "affixed to a weapon", "bulk": "\u2013", @@ -5390,19 +5080,14 @@ "number": 1, "unit": "action" }, - "components": "envision, manipulate", - "requirements": null, - "frequency": null, - "trigger": null + "components": "envision, manipulate" }, "category": "Talisman", "entries": [ "Your last action was an {@action Interact} action to stow the affixed firearm or crossbow.", "This ragged piece of white cloth is wrapped around the grip, stock, or haft of the affixed weapon.", "When you activate the talisman, you gain the effects of a {@spell sanctuary} spell (DC 20) lasting for 1 minute. If you draw the affixed firearm, the effect ends immediately and the talisman crumbles." - ], - "generic": false, - "consumable": true + ] }, { "name": "Persistent Lodestone", @@ -5418,8 +5103,7 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "affixed to a firearm with a reload of 1", "bulk": "\u2013", @@ -5428,17 +5112,15 @@ "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You miss on a ranged {@action Strike} with the affixed weapon using an ordinary 0-level piece of ammunition." }, "category": "Talisman", "entries": [ "This small magnetite block is attached to the barrel of the firearm by a thin metal wire drilled through a hole in its center. When you activate the lodestone, the ammunition from your missed shot is immediately recalled to your firearm, allowing you to fire again without reloading." - ], - "generic": false, - "consumable": true + ] }, { "name": "Petrification Cannon", @@ -5453,11 +5135,10 @@ ], "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "Built from the taxidermic body of a basilisk, a petrification cannon functions as a +2 greater striking double-barreled musket. A petrification cannon can be activated to fire a beam of energy that transforms flesh into stone.", @@ -5471,16 +5152,12 @@ "Interact (magical", "transmutation)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Frequency once per hour Effect A beam of coiling energy leaps from the petrification cannon at a target within 60 feet. The target must attempt a Fortitude save against DC 34 with the effects of flesh to stone." ] } ], "craftReq": "The initial raw materials must include the body of a basilisk.", - "generic": false, "consumable": false }, { @@ -5497,8 +5174,7 @@ ], "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "usage": "held in 1 hand", "bulk": "L", @@ -5515,9 +5191,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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.", "Any spell DC required is DC 29, and any spell attack roll required is +21. If the pistol casts a spell on you, you don't get a saving throw or any other defense against it. Once activated, the pistol can't be activated again for {@dice 1d4} hours.", @@ -5557,7 +5230,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -5569,7 +5241,7 @@ "traits": [ "Uncommon" ], - "bulk": "1", + "bulk": 1, "category": "no category found", "entries": [ "Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Inner Sea.", @@ -5582,8 +5254,7 @@ "level": 1, "price": { "coin": "sp", - "amount": 2, - "note": null + "amount": 2 }, "entries": [ "Monopods are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an {@action Interact} action to retrieve. Monopods are Portable Weapon {@action Mount}" @@ -5605,16 +5276,11 @@ "note": "(price for 10)" }, "bulk": "L", - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "While gunslingers have many methods for practicing their aim, these sturdy paper targets are excellent for tracking a gunslinger's progress over time, keeping score of how close they came to hitting the most vital spots. These targets are also used in situations where more detailed accuracy must be recorded, such as firearm competitions. Practice targets can appear in many shapes and sizes and usually come in packs of 10 held in protective cases made of heavy cloth or light leather." ], - "craftReq": null, - "generic": false + "craftReq": null }, { "name": "Printing Press", @@ -5628,8 +5294,7 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "bulk": "20", "category": "no category found", @@ -5637,7 +5302,6 @@ "The printing press is a revolutionary machine that combines movable type with a mechanical inking system and screw press, allowing for the mass production of large volumes of text. Using the press, a worker can produce up to 3,600 identical pages per day. In order to use the printing press, you must first set the type for the page you want to print.", "Time required to set type varies depending on the number of characters used; from 1 hour for small pages with brief text, to 8 hours for a full-sized normal page of text, though extreme examples may be outside this range. When you prepare a page for printing, you can include engraved images in addition to text. No magical properties of text are transferred in the printing process, so it cannot be used to mass-produce magical scrolls, glyphs of warding, or similar spells or magic items." ], - "generic": false, "consumable": false }, { @@ -5657,8 +5321,7 @@ ], "price": { "coin": "gp", - "amount": 120, - "note": null + "amount": 120 }, "category": "Poison", "entries": [ @@ -5672,9 +5335,7 @@ "Critical Failure": "The creature takes double damage and is {@condition sickened|CRB|sickened 2}." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Reaper's Grasp", @@ -5689,7 +5350,7 @@ "Necromancy" ], "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "This +2 striking arquebus has an ashwood stock plated with worked silver, featuring a mosaic of agonized skulls carved into the metal. The mere mention of Galt's infamous final blades is enough to make any mortal creature shudder. Used to execute political opponents in the nation's constant civil war, these guillotines hold the souls of those they execute, preventing them from reaching a natural afterlife. When one of the final blades was destroyed in 4710, some of the metal from its remains made its way to Alkenstar and was reforged into a deadly firearm that retained the guillotine's soul-stealing properties.", @@ -5704,8 +5365,6 @@ "components": [ "envision (evil)" ], - "frequency": null, - "trigger": null, "requirements": "There's at least one soul stored in the reaper's grasp", "entries": [ "You channel the necromantic energy of a soul stored in the weapon into your next attack, increasing the attack's destructive power. Choose a soul stored in the weapon. The next {@action Strike} you make with the reaper's grasp before the end of your turn deals an additional negative damage equal to twice the level of the creature whose soul you chose.", @@ -5721,15 +5380,12 @@ "components": [ "envision (evil)" ], - "frequency": null, - "trigger": null, "requirements": "There's at least one soul stored in the reaper's grasp", "entries": [ "You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the weapon. You gain temporary Hit Points equal to three times the level of the creature whose soul you chose, which last until the end of your next turn. Using this ability releases the chosen soul, and a skull on the mosaic fades away." ] } ], - "generic": false, "consumable": false }, { @@ -5745,10 +5401,6 @@ "note": "(price for 5 bolts)" }, "bulk": "L", - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "category": "Ammunition", "group": "Bow", "entries": [ @@ -5786,7 +5438,7 @@ "Primal" ], "usage": "held in two hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "In a dense forest within Arcadia, djezet fell from the sky millennia ago, even before Earthfall. While this metal was poisonous to most of the plant life growing nearby, one stubborn rowan tree refused to die, its roots slowly absorbing djezet in small particles from the ground until the entire plant was suffused with it. Fey bowyers discovered the remarkable plant and coaxed it into growing into a very particular shape, its branching trunks woven together into a tightly twisted and naturally rifled barrel.", @@ -5801,9 +5453,6 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You will the Rowan Rifle to change the energy it fires from the white-hot energy of summer that glows like a star to the shivering chill of winter, the crackling electricity of the storm, or even the sonic vibrations of a roar. The Rowan Rifle's damage type changes from its current damage type to cold, electricity, fire, or sonic. On the next sunrise, the Rowan Rifle returns to dealing fire damage." ] @@ -5818,9 +5467,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] @@ -5836,15 +5482,11 @@ "envision", "Interact (1 minute)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You hold aloft the Rowan Rifle and step into a tree in Briarbough, and you tree stride to another tree in Briarbough." ] } ], - "generic": false, "consumable": false }, { @@ -5858,8 +5500,7 @@ ], "price": { "coin": "gp", - "amount": 120, - "note": null + "amount": 120 }, "category": "no category found", "entries": [ @@ -5868,7 +5509,6 @@ "A hero lives and dies by the tools of their trade. While weapons, armor, staves, and other fancy items get a lot of the spotlight, the ability to get the drop on the enemy can make the difference between a glorious victory and a humiliating defeat, so experienced combatants know the value of a protective poncho that gives them an advantage in a fight. Wise adventurers stock up on tools and accessories to improve their chances of survival.", "Foolish adventurers are lucky if they get a second chance to learn from their mistakes." ], - "generic": false, "consumable": false }, { @@ -5883,8 +5523,7 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "usage": "attached to firearm (scope)", "bulk": "L", @@ -5906,15 +5545,11 @@ "light", "transmutation)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "If your next {@action Strike} from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the creature to glow until the end of your next turn. A visible creature can't be {@condition concealed} while they glow. If a creature is {@condition invisible}, they're {@condition concealed} while glowing, rather than being {@condition undetected}. Because the effect requires a solid impact, incorporeal creatures are unaffected unless the bullet can deal force damage or has the effects of the ghost touch property rune." ] } ], - "generic": false, "consumable": false }, { @@ -5929,8 +5564,7 @@ ], "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "usage": "attached to firearm or crossbow (scope)", "bulk": "L", @@ -5954,14 +5588,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract modifier and a counteract level of 7 against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it, not to end the spell or effect. For instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the spell." ] } ], - "generic": false, "consumable": false }, { @@ -5976,7 +5607,7 @@ "Magical" ], "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun.", @@ -6000,8 +5631,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save.", { @@ -6023,8 +5652,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -6033,8 +5661,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "A greater screech shooter is a +2 greater striking harmona gun. The DC for the activation is 30 and it affects creatures in a 40-foot emanation." @@ -6045,8 +5672,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "craftReq": "The initial raw materials must include the larynx of a creature with a frightening screech.", "entries": [ @@ -6071,8 +5697,7 @@ ], "price": { "coin": "gp", - "amount": 175, - "note": null + "amount": 175 }, "usage": "affixed to a shield", "activate": { @@ -6080,18 +5705,16 @@ "number": 1, "unit": "free" }, - "components": "Interact", - "requirements": null, - "frequency": null, + "components": [ + "Interact" + ], "trigger": "You Shield Block a foe's melee unarmed attack or melee attack with the affixed shield." }, "category": "Talisman", "entries": [ "This miniature Stasian coil talisman emits small sparks when jostled. It uses a combination of Stasian technology and evocation magic to erupt in electricity when discharged.", "When you activate the coil, the foe takes {@damage 2d12} electricity damage (DC 27 basic Reflex save). On a failed save, the foe is {@condition flat-footed} until the start of its next turn." - ], - "generic": false, - "consumable": true + ] }, { "name": "Shrapnel Snare", @@ -6108,8 +5731,7 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "category": "Snare", "entries": [ @@ -6123,9 +5745,7 @@ "Critical Failure": "The creature takes double damage, {@damage 4d6} {@condition persistent damage ||persistent piercing damage}, and is {@condition deafened} for 1 minute." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Shrieking Skull", @@ -6142,8 +5762,7 @@ ], "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "usage": "affixed to a firearm or crossbow", "bulk": "\u2013", @@ -6152,17 +5771,15 @@ "number": 1, "unit": "action" }, - "components": "envision", - "requirements": "You're an expert in {@skill Intimidation} and the affixed weapon is loaded.", - "frequency": null, - "trigger": null + "components": [ + "envision" + ], + "requirements": "You're an expert in {@skill Intimidation} and the affixed weapon is loaded." }, "category": "Talisman", "entries": [ "This dried skull of a snake is mounted atop the firearm's barrel or affixed to a crossbow's stock. When activated, the skull crawls onto the ammunition loaded in the affixed weapon. If you {@action Strike} with the weapon before the end of your turn, the skull lets out a bloodcurdling scream as the ammunition approaches its target. Regardless of whether the {@action Strike} is a success, the screaming skull allows you to attempt to {@action Demoralize} the target as well as each enemy within 30 feet of the target." - ], - "generic": false, - "consumable": true + ] }, { "name": "Silencer", @@ -6176,17 +5793,12 @@ "amount": 1 }, "bulk": "L", - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "One of the more prolifically used devices developed in the infamous Alkenstar Gunworks, these small firearm components are capable of muffling most of the weapons' explosive sound when fired. Without a silencer, a firearm's shot makes a loud and distinctive bang, which can easily be heard through doors and thin walls, but firearms equipped with silencers only make a quiet noise when fired. Due to engineering constraints, a silencer can't be attached to any firearm with the {@trait scatter} trait. Attaching a silencer to a firearm takes 1 minute, and the silencer is consumed the first time a shot is fired through it." ], - "craftReq": null, - "generic": false + "craftReq": null }, { "name": "Silencing Shot", @@ -6201,18 +5813,16 @@ ], "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "envision", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "envision" + ] }, "ammunition": [ "any" @@ -6221,9 +5831,7 @@ "entries": [ "This shimmering, golden-hued ammunition never makes any sound. A creature hit by a silencing shot is subject to the effects of a 4th-level {@spell silence} spell (DC 25)." ], - "craftReq": "Supply one casting of silence at 4th level.", - "generic": false, - "consumable": true + "craftReq": "Supply one casting of silence at 4th level." }, { "name": "Silver Tripod", @@ -6240,8 +5848,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "affixed to a firearm with the kickback trait", "bulk": "\u2013", @@ -6250,19 +5857,15 @@ "number": 1, "unit": "action" }, - "components": "envision", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "envision" + ] }, "category": "Talisman", "entries": [ "This tiny, silver facsimile of a weapon tripod is usually attached to the underside of the affixed weapon's barrel.", - "When activated, it creates an {@condition invisible} construct of magical force that attaches to the weapon and automatically stabilizes it in any location, even in midair. The effect lasts for 1 minute or until you {@action Dismiss} it. The effect also ends immediately if you let go of the affixed weapon. The affixed weapon cannot be moved while this effect is active.", - "Peacemaker." - ], - "generic": false, - "consumable": true + "When activated, it creates an {@condition invisible} construct of magical force that attaches to the weapon and automatically stabilizes it in any location, even in midair. The effect lasts for 1 minute or until you {@action Dismiss} it. The effect also ends immediately if you let go of the affixed weapon. The affixed weapon cannot be moved while this effect is active." + ] }, { "name": "Smoke Fan", @@ -6282,10 +5885,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -6298,8 +5900,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [] }, @@ -6308,8 +5909,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "entries": [ "The smoke's radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors." @@ -6322,8 +5922,7 @@ } } } - ], - "consumable": true + ] }, { "name": "Sniper's Bead", @@ -6344,9 +5943,10 @@ "number": 1, "unit": "free" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You're a master with the affixed weapon.", - "frequency": null, "trigger": "You attempt a ranged {@action Strike} with the affixed weapon before rolling" }, "category": "Talisman", @@ -6360,8 +5960,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 16, - "note": null + "amount": 16 }, "entries": [ "You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first two range increments." @@ -6372,8 +5971,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [ "You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first four range increments." @@ -6384,15 +5982,13 @@ "level": 16, "price": { "coin": "gp", - "amount": 1600, - "note": null + "amount": 1600 }, "entries": [ "You take no range increment penalty on your attack, even if the target is all the way out to the weapon's sixth range increment. As normal, you still can't hit a target more than six range increments away." ] } - ], - "consumable": true + ] }, { "name": "Spider Chair", @@ -6407,8 +6003,7 @@ ], "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "bulk": "3", "category": "Assistive Item", @@ -6428,8 +6023,6 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The chair shoots a web line at a solid wall, floor, or ceiling up to 60 feet away and then pulls itself and you to that location." ] @@ -6447,14 +6040,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level {@spell web} spell." ] } ], - "generic": false, "consumable": false }, { @@ -6469,7 +6059,7 @@ "Magical" ], "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "A spider gun is a +1 striking weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals {@damage 1d10} poison damage with a range Petrification Cannon increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take {@condition persistent damage ||persistent poison damage} equal to {@dice 1d4} + the number of weapon damage dice.", @@ -6485,9 +6075,6 @@ "Interact (conjuration", "magical)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an {@skill Athletics} check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as {@quickref difficult terrain||3|terrain} this turn, and on a critical failure, it's {@condition immobilized} for 1 round or until it Escapes (DC 20) or destroys the webbing." ] @@ -6500,8 +6087,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [] }, @@ -6510,8 +6096,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [ "The gun's webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25." @@ -6522,8 +6107,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "craftReq": "The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider.", "entries": [ @@ -6546,11 +6130,10 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "held in 1 or 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "Built from the spiked tail of a manticore, a spike launcher is designed to launch large, spear-like projectiles. A spike launcher is a +1 striking weapon. It's a distinct type of martial firearm that deals {@damage 1d8} piercing damage. It has the backstabber, fatal aim d12, and kickback traits with a range increment of 120 feet and reload 2. It uses the critical specialization of the bow weapon group, rather than the firearm critical specialization.", @@ -6564,8 +6147,6 @@ "Interact (evocation", "magical)" ], - "frequency": null, - "trigger": null, "requirements": "The spike launcher is loaded", "entries": [ "The spike launcher fires a volley of smaller spikes in a 10-foot burst centered anywhere within its range.", @@ -6575,7 +6156,6 @@ } ], "craftReq": "The initial raw materials must include the tail of a manticore.", - "generic": false, "consumable": false }, { @@ -6594,15 +6174,12 @@ ], "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "category": "Snare", "entries": [ "This complicated snare is affixed with various crystals and Stasian coils attached to strange electrical relays, working." - ], - "generic": false, - "consumable": true + ] }, { "name": "Spirit-singer", @@ -6624,8 +6201,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "bulk": "16", "entries": [] @@ -6642,8 +6218,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1250, - "note": null + "amount": 1250 }, "bulk": "16", "entries": [ @@ -6655,8 +6230,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1650, - "note": null + "amount": 1650 }, "entries": [ "Usage held in two hands; Bulk 1This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk." @@ -6678,17 +6252,15 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "No one's entirely certain who developed the spoon gun, but all authorities agree that it was probably a goblin. Essentially a terrible idea in firearm form, the spoon gun is a spring-powered hand cannon with a modified grip that uses miscellaneous knives, forks, chopsticks, and spoons as ammunition. Users typically upend the entire contents of their cutlery drawer into the gun, aim it in the general direction of the foe, and hope it hits something.", "This hand cannon is a martial weapon, instead of a simple weapon. It has the scatter (5 feet) trait and uses cutlery or similar-sized objects as ammunition instead of bullets (enough cheap cutlery to fire ten shots costs 1 sp)." ], - "generic": false, "consumable": false }, { @@ -6704,8 +6276,7 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "mounted", "category": "Siege Weapon", @@ -6713,7 +6284,6 @@ "Crew 3 to 5; Proficiency martial AC 20; Fort +16, Ref +13 Hardness 10; HP 40 (BT 20); Immunities object immunities Speed 10 feet (pulled or pushed) A springald consists of a wooden board cranked backward and chutes that hold up to three oversized arrows. Rather than having a nock, each arrow has a flat back end. Releasing the board strikes the backs of the arrows, sending them hurtling through the air.", "Aim {@as 2} 30 feet, minimum distance 50 feet Load {@as 2} (manipulate) 3 times Launch {@as 1} (attack, manipulate, range increment 100 feet) {@damage 5d8} piercing, three different targets within a 15-foot burst, DC 22 Reflex." ], - "generic": false, "consumable": false }, { @@ -6728,18 +6298,16 @@ ], "price": { "coin": "gp", - "amount": 425, - "note": null + "amount": 425 }, "usage": "operated with two hands", - "bulk": "2", + "bulk": 2, "category": "no category found", "entries": [ "This hefty winch is powered by a small steam engine and includes a 100 ft. length of steel cable, which enables you to haul a heavier load than you could with a hand cranked winch or comealong (Lost Omens Pathfinder {@skill Society} Guide 114). A steam winch allows you to slowly pull a heavy load (usually up to 50 Bulk) along a flat surface or up and down a vertical expanse.", "Attaching a steam winch to a device takes three {@action Interact} actions, while starting the winch (and getting it warm enough to operate) takes 10 minutes. Once in operation, a steam winch requires regular maintenance to function.", "Every twenty minutes, the boiler must be refilled and heat levels maintained." ], - "generic": false, "consumable": false }, { @@ -6755,11 +6323,10 @@ ], "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, "usage": "worn backpack", - "bulk": "2", + "bulk": 2, "category": "Worn", "entries": [ "The steamflight pack allows its user to fly without using magic or wings. Each steamflight pack looks like a large brass backpack with two large nozzles mounted on the sides pointing downward. It also features metal arms reaching around the front that terminate in handles with activation buttons on them. When the user holds down an activation button, a complex series of mechanisms pumps water from the large tank in the backpack and releases it through the nozzles as powerful jets of steam, enabling the user to fly short distances. Tilting the handle adjusts the nozzles' angles, allowing the user to control the direction of their flight.", @@ -6773,15 +6340,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You turn the steamflight pack on or off." ] } ], - "generic": false, "consumable": false }, { @@ -6801,10 +6364,7 @@ "number": 1, "unit": "action" }, - "components": "envision, Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": "envision, Interact" }, "ammunition": [ "Dose or Round of Black Powder|G&G|round" @@ -6820,8 +6380,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 65, - "note": null + "amount": 65 }, "entries": [ "The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them." @@ -6832,15 +6391,13 @@ "level": 10, "price": { "coin": "gp", - "amount": 185, - "note": null + "amount": 185 }, "entries": [ "The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them." ] } - ], - "consumable": true + ] }, { "name": "Storm Chair", @@ -6855,8 +6412,7 @@ ], "price": { "coin": "gp", - "amount": 4400, - "note": null + "amount": 4400 }, "bulk": "3", "category": "Assistive Item", @@ -6878,8 +6434,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take {@damage 2d6} electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature." ] @@ -6899,14 +6453,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You release the majority of the stored up energy from your storm chair, devastating foes in a chain of electricity. This has the effects of chain lightning with a DC of 31." ] } ], - "generic": false, "consumable": false }, { @@ -6923,7 +6474,7 @@ "Intelligent" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "perception": { "default": 26, @@ -6980,8 +6531,6 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The sunken pistol curses and insults a creature it can see, attempting an {@skill Intimidation} check to {@action Demoralize} that creature." ] @@ -6999,14 +6548,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can {@action Dismiss} this spell, so be sure to keep the gun happy if you're relying on its good graces to breathe!" ] } ], - "generic": false, "consumable": false }, { @@ -7021,7 +6567,7 @@ "Magical" ], "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "A tentacle cannon is a +1 striking weapon, built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It's a distinct type of martial firearm that deals {@damage 1d8} piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle.", @@ -7035,9 +6581,6 @@ "Interact (magical", "transmutation)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to {@action Grapple} with a +13 bonus. It can attempt to {@action Grapple} any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you." ] @@ -7051,8 +6594,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "The tentacle cannon has a creature {@condition grabbed}", "entries": [ "You continue to keep the tentacle cannon's hold on one creature it has {@condition grabbed}.", @@ -7072,8 +6613,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes {@condition blinded} for 1 round and {@condition dazzled} for 1 minute or until it removes the ink. On a critical failure, the creature becomes {@condition blinded} and {@condition dazzled}; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an {@action Interact} action to remove the ink from its eyes to remove the {@condition blinded} and {@condition dazzled} conditions." ] @@ -7086,8 +6625,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "entries": [] }, @@ -7096,8 +6634,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [ "A greater tentacle cannon is a +2 greater striking weapon.", @@ -7109,8 +6646,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "craftReq": "The initial raw materials must include the tentacles and ink glands of a creature with a tentacle {@action Strike} and ink.", "entries": [ @@ -7134,11 +6670,10 @@ ], "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This +2 striking fearsome dueling pistol (Advanced Player's Guide 260) is made from fine tigerwood, with the head of a tiger as the muzzle. Beneath the tiger head is a claw shaped bayonet. One of a set of four guns crafted as a gift to a Zenj family for delivery of rare healing and diseaseabating herbs during an outbreak of a deadly disease in the Grand Duchy of Alkenstar, these firearms are now passed down to those who have done brave acts in service to the Zenj people. The flintlock sparks thrown by this weapon take the shape of pouncing tigers and the firearm's report sounds like a tiger's growl. Clever wielders use the firearm's report to panic their prey into mistakes and then pounce for the kill.", @@ -7156,14 +6691,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged {@action Strike} with this firearm against a target. If you successfully deal damage to your target, the target is also affected by a 4th-level {@spell phantasmal killer} with a spell DC of 28. While phantasmal killer typically takes the shape of the target's worst fear, this effect always appears to the target in the form of a majestic and ferocious tiger." ] } ], - "generic": false, "consumable": false }, { @@ -7188,8 +6720,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "bulk": "3", "entries": [ @@ -7201,8 +6732,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "bulk": "16", "entries": [ @@ -7229,8 +6759,7 @@ ], "price": { "coin": "gp", - "amount": 23, - "note": null + "amount": 23 }, "category": "Snare", "entries": [ @@ -7244,9 +6773,7 @@ "Critical Failure": "The creature takes double damage is {@condition sickened|CRB|sickened 2}. Simple Hazards The following hazards have simple effects, but they create those effects using steam or Stasian technology." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Traveler's Chair", @@ -7261,8 +6788,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": "3", "category": "Assistive Item", @@ -7271,7 +6797,6 @@ "This wheelchair is tailored for adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still {@quickref difficult terrain||3|terrain}, just like for other characters), and move through other such environments that adventurers and travelers encounter without any additional difficulty, such as ladders and uneven ground.", "Magical Wheelchairs The following wheelchairs use technology and magic for incredible effects, in addition to the basic benefits granted from the base wheelchair (typically a traveler's chair)." ], - "generic": false, "consumable": false }, { @@ -7287,8 +6812,7 @@ ], "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "usage": "mounted", "category": "Siege Weapon", @@ -7296,7 +6820,6 @@ "Crew 4 to 6; Proficiency martial AC 24; Fort +21, Ref +16 Hardness 17; HP 68 (BT 34); Immunities object immunities Built with a long wooden arm and a heavy counterweight, a trebuchet can hurl massive projectiles from a large sling, releasing the projectile at the ideal point in the arm's arc.", "Aim {@as 2} 100 feet, minimum distance 200 feet Load {@as 2} (manipulate) 3 times, requires a successful DC 20 {@skill Athletics} check Launch {@as 1} (attack, manipulate, range increment 400 feet) {@damage 8d10} bludgeoning, 20-foot burst, DC 26 Reflex Siege Tools Some contraptions rolled onto the battlefield aren't used directly to attack, but rather to move troops." ], - "generic": false, "consumable": false }, { @@ -7311,17 +6834,12 @@ "amount": 2 }, "bulk": 1, - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "Tripods are designed for use with kickback weapons, as a way for gunslingers with lower strength to accurately use these more powerful weapons by sacrificing mobility instead. They can be set up and attached to a firearm with a single {@action Interact} action using one hand, setting the tripod in your square. While this sturdy piece of engineering is in use, you don't take the \u20132 penalty for firing a {@trait kickback} weapon, even if your Strength isn't high enough to avoid the penalty. However, you must retrieve the tripod with a single {@action Interact} action before you can move the firearm to a different position. Normally, when you're {@condition hidden} or {@condition undetected}, you become {@condition observed} if you do anything except {@action Hide}, {@action Sneak}, or {@action Step}. However, deploying or retrieving a tripod with an {@action Interact} action doesn't automatically make you {@condition observed}, so long as you don't set up or remove the tripod when it's in a spot where creatures can see the tripod itself." ], - "craftReq": null, - "generic": false + "craftReq": null }, { "name": "Trustworthy Round", @@ -7336,18 +6854,16 @@ ], "price": { "coin": "gp", - "amount": 9, - "note": null + "amount": 9 }, "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "command", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "command" + ] }, "ammunition": [ "any" @@ -7356,9 +6872,7 @@ "entries": [ "This ammunition was developed in Dongun Hold to minimize casualties to {@condition friendly} fire, and is always marked by a burnished copper head or tip so it can be easily identified. Before you can fire a trustworthy round, you must call out a target. You don't need to specify a name; the target could be \"The angry tiger attacking our group on the left.\" The round will only hit the specified target and will turn to gossamer dust midair if it misses the intended target or comes into contact with anything else; this also prevents abilities that redirect attacks. The round doesn't have any capabilities beyond your own to determine whether someone is who you think they are, so you can't use it to determine a disguised creature's identity.", "If you specify a target of \"Seltyiel\" and shoot someone disguised as Seltyiel who you thought was Seltyiel, the attack will still hit, whereas if you were about to hit a disguised Seltyiel who you didn't recognize to be Seltyiel, the round would dissolve." - ], - "generic": false, - "consumable": true + ] }, { "name": "Underwater Firing Mechanism", @@ -7372,11 +6886,9 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "usage": "attached to firearm (firing mechanism)", - "bulk": "\u2014", "category": "Modification", "subCategory": "Firing Mechanism", "appliesTo": [ @@ -7386,7 +6898,6 @@ "This device replaces the attached firearm's normal firing mechanism (normally, most of the guns in this chapter use a flintlock or matchlock firing mechanism). When the firearm's wielder fires the weapon, a small rune etched on a piece of stone affixed inside the mechanism releases a magical spark that's propelled through the firing mechanism and into the firearm, launching its bullet. An underwater firing mechanism allows the attached firearm to be fired underwater or in other conditions that would normally prevent the ignition of black powder. Attaching an underwater firing mechanism to a firearm takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.", "Talismans A talisman is a small object affixed to armor, a shield, or a weapon (which is called the affixed item). You must be wielding or wearing an item to activate a talisman attached to that item. Once activated, a talisman burns out permanently. The talismans included in this section are particularly useful for characters who wield firearms or crossbows." ], - "generic": false, "consumable": false }, { @@ -7400,11 +6911,10 @@ ], "price": { "coin": "gp", - "amount": 1893, - "note": null + "amount": 1893 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "One of the many wondrous devices brought into the world by Stasian technology is the seemingly miraculous violet ray.", @@ -7423,15 +6933,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You apply the violet ray to an adjacent creature and attempt to counteract the {@condition blinded}, {@condition clumsy}, {@condition confused}, {@condition deafened}, {@condition drained}, {@condition enfeebled}, {@condition sickened}, or {@condition stupefied} condition with a counteract level of 6 and a counteract modifier of +22, using the source of the condition to determine the condition's counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns after 1 minute. Each use of this ability can only counteract a single condition.", "Shockguard Coil Violet Ray." ] } ], - "generic": false, "consumable": false }, { @@ -7446,17 +6953,12 @@ "amount": 2 }, "bulk": "L", - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This buttoned, leather case protects a firearm and up to 6 rounds of ammunition from being damaged by water or other environmental effects." ], - "craftReq": null, - "generic": false + "craftReq": null }, { "name": "Wind-up Cart", @@ -7472,27 +6974,23 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "This primitive device can be cobbled together from springs, wheels, and scrap and is commonly used to carry rocks or other dead weight forward to trigger traps. It can be loaded with up to 4 Bulk of items. Most creatures aren't small enough to fit on the cart, and even for Tiny creatures, it makes for a choppy ride; while riding the cart, a creature gains two actions at the start of each of its turns, instead of three. Once activated, the cart moves forward at a speed of 30 feet per round on your turn for up to 1 minute. If it strikes an obstruction, it attempts to continue its movement, pushing with an {@skill Athletics} bonus of +5, once per round. The wind-up cart has AC 15, Hardness 2, 24 Hit Points, and a Break Threshold of 12. After its 1-minute duration completes, the cart collapses back into scrap." - ], - "generic": false, - "consumable": true + ] }, { "name": "Wind-up Wings", @@ -7505,7 +7003,6 @@ "Clockwork" ], "usage": "attached to a thrown weapon", - "bulk": "\u2014", "category": "Modification", "entries": [ "These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type.", @@ -7519,8 +7016,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [ "When you make a thrown {@action Strike} with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the {@action Strike} is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don't function again until wound. If you aren't holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground." @@ -7531,8 +7027,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [ "When you make a thrown {@action Strike} with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your target, flying through cover and avoiding obstacles. You ignore the target's {@condition concealed} condition and reduce the target's cover by one step (lesser cover to no cover, standard cover to lesser cover, or greater cover to standard cover). After the {@action Strike} is complete, the wings are wound down; they don't function again until wound." diff --git a/data/items/items-gmg.json b/data/items/items-gmg.json index 65eb7537e7..ae8348b121 100644 --- a/data/items/items-gmg.json +++ b/data/items/items-gmg.json @@ -20,10 +20,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ @@ -71,8 +70,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Arrow Attracting", @@ -148,16 +146,12 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The axe casts a 10th-level {@spell summon elemental} spell to conjure an elite elemental avalanche (Bestiary 6, 147). 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.", "Destruction If an orc beheads a dwarven king with the Axe of the Dwarven Lords, the axe rusts away to nothing." ] } - ], - "generic": false + ] }, { "name": "Backbiting", @@ -194,12 +188,11 @@ "Magical" ], "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This item appears to be and functions as a bag of holding, but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal or plant." - ], - "generic": false + ] }, { "name": "Bag Of Weasels", @@ -215,15 +208,14 @@ "Magical" ], "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This item appears to be and functions as a type I bag of holding, until you try to retrieve an item from the bag.", "Whenever you retrieve an item from the bag of weasels, roll a DC {@flatDC 11} flat check. On a success, you retrieve the item as normal. On a failure, the item you retrieve is transformed into a weasel; this doesn't affect artifacts, cursed items, or other hard-to-destroy items.", "This weasel has the statistics of a giant rat (Pathfinder Bestiary 276), except that it is Tiny and exudes an aura of transmutation magic. The weasel has no loyalty to you and typically attempts to escape as quickly as possible. If the weasel is targeted with a {@spell remove curse} spell or a similar {@trait magical} effect, it transforms back into the original item that was taken from the bag of weasels. If it dies or is slain, the weasel disappears and the item is permanently destroyed.", "Because the weasel is a transformed item, you don't gain any benefit you would receive from attacking a creature, defeating one, damaging one, or the like, but you do gain any benefit you would gain from destroying an item." - ], - "generic": false + ] }, { "name": "Blood Sap", @@ -240,8 +232,7 @@ ], "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "usage": "held in 1 hand", "bulk": "L", @@ -250,17 +241,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This potent drug is distilled from a certain tropical vine into a deep-red syrup that, over time, stains the user's lips and teeth a vivid shade of red.", { "type": "affliction", - "name": null, "traits": [], "DC": 16, "savingThrow": "Fortitude", @@ -279,8 +268,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Bloodbiter", @@ -318,8 +306,7 @@ ], "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "held in 1 hand", "bulk": "L", @@ -328,17 +315,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "A strong blend including several spices common in the Padishah Empire of Kelesh, bloodeye coffee is a favorite morning drink across the Inner Sea region. The maximum addiction stage of bloodeye coffee never progresses beyond stage 1.", { "type": "affliction", - "name": null, "traits": [], "DC": 14, "savingThrow": "Fortitude", @@ -362,8 +347,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Boots Of Dancing", @@ -384,8 +368,7 @@ "entries": [ "These boots act as greater boots of elvenkind, but they react wildly to strong physical exertion. While you wear the boots, the curse activates whenever you attempt an {@skill Athletics} check or {@action Stride} more than once in a single round during an encounter.", "The boots cast an 8th-level {@spell uncontrollable dance} spell on you," - ], - "generic": false + ] }, { "name": "Cloak Of Immolation", @@ -406,8 +389,7 @@ "entries": [ "Appearing as a magic cloak such as a cloak of elvenkind, this garment is made of highly volatile fabric. While wearing it, if you take fire damage, you also take {@damage 1d10} {@condition persistent damage ||persistent fire damage}. Taking fire damage while the {@condition persistent damage ||persistent fire damage} is in effect has no additional effect. You can extinguish the {@condition persistent damage ||persistent fire damage} as normal.", "Any creature that hits you with a melee unarmed attack while you are taking this {@condition persistent damage ||persistent fire damage} takes fire damage equal to the {@condition persistent damage ||persistent fire damage} you took on your previous turn. Once the curse has activated for the first time, the boots fuse to you." - ], - "generic": false + ] }, { "name": "Cytillesh", @@ -425,8 +407,7 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "held in 1 hand", "bulk": "L", @@ -435,21 +416,18 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Deros use cytillesh in a variety of ways, and some surface-dwellers seek out the fungus for their own use. Memories lost to cytillesh can be restored through modify memory. The save for addiction to cytillesh is DC 20, and the addiction has the {@trait virulent} trait.", { "type": "affliction", - "name": null, "traits": [], "DC": 15, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "8 hours", "stages": [ { @@ -464,8 +442,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Deck Of Many Things", @@ -480,7 +457,6 @@ "Transmutation" ], "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Artifact", "entries": [ "These 22 cards of heavy vellum, usually stored in a box or a pouch, bear images or glyphs depicting symbols of magical power. Looking at a card without activating it shows the card face but has no {@trait magical} effect. Once the deck is face down, the cards randomize themselves\u2014if you look at the top card multiple times, you may find it changes. Any card removed from the deck goes missing after a few seconds, reappearing in the deck. Advice on randomly selecting cards appears on page 108.", @@ -495,9 +471,6 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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.", "Once a card is drawn, it produces its effect immediately and then disappears back into the deck, which immediately shuffles itself. (The Dullard and Jester are exceptions, as described in their entries below.) The effects of each card are as follows.", @@ -531,8 +504,7 @@ "Destruction Trick the Grim Reaper into drawing the Skull card." ] } - ], - "generic": false + ] }, { "name": "Degenerating", @@ -593,8 +565,7 @@ ], "price": { "coin": "gp", - "amount": 13, - "note": null + "amount": 13 }, "usage": "held in 1 hand", "bulk": "L", @@ -603,21 +574,18 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This lemony tea blended from rare Vudrani herbs and flowers is widely circulated by occult circles looking to transcend the boundaries of reality. The saving throw for addiction to dreamtime tea is DC 19.", { "type": "affliction", - "name": null, "traits": [], "DC": 21, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "30 minutes", "stages": [ { @@ -632,8 +600,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Dreary", @@ -669,7 +636,7 @@ "Occult" ], "usage": "held in one hand", - "bulk": "1", + "bulk": 1, "category": "Artifact", "entries": [ "This stone tablet is carved with the symbol of a five-branched twig. There are only a limited number of elder signs, and each time one is destroyed, the universe's doom creeps inexorably closer. Reciting one of three different occult mantras (DC 20 {@skill Occultism} check to do so correctly) allows three different activations. All three abilities work only on a creature connected to the Elder Mythos or a cosmic horror, such as a wendigo or gug; the activations refer to them as \"eldritch creatures.\"", @@ -685,9 +652,6 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The elder sign casts a 10th-level {@spell banishment} spell on an eldritch creature. Even if the creature isn't extraplanar, the elder sign can still banish it, sending it back to the part of the Material Plane from which it originated. If the creature is a Great Old One, the elder sign banishes it automatically (as if it critically failed its save) but is then forever destroyed." ] @@ -704,9 +668,6 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The elder sign casts dispel magic on an effect from an eldritch creature, using a counteract level of 10 and +30 modifier for the roll." ] @@ -723,16 +684,12 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The elder sign casts dimensional lock, though it wards against travel by only eldritch creatures. Each time the elder sign casts dimensional lock in this way, the previous {@spell dimensional lock} spell ends.", "Destruction The only way to destroy an elder sign is to use it to banish a Great Old One." ] } - ], - "generic": false + ] }, { "name": "Elven Absinthe", @@ -749,8 +706,7 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "held in 1 hand", "bulk": "L", @@ -759,17 +715,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Specialists in Kyonin prepare this emerald-green beverage.", { "type": "affliction", - "name": null, "traits": [], "DC": 20, "savingThrow": "Fortitude", @@ -793,8 +747,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Erratic Transposing", @@ -842,8 +795,6 @@ "components": [ "{@action Interact}" ], - "frequency": null, - "trigger": null, "requirements": "The prism has only one input stream", "entries": [ "You alter and rearrange the facets of the essence prism, adjusting the essences to select for a single quality, which might be associated with mental essence, like a personality trait; material essence, like a physical quality; vital essence, like a belief or instinct; or spiritual essence, like an alignment component such as good or lawful. You must succeed at a secret DC 30 skill check with a skill associated with a magical tradition that uses the essence you chose (for instance, {@skill Arcana} or {@skill Occultism} for mental essence, as arcane and occult magic both use mental essence). On a failure, you accidentally set the prism for some other quality." @@ -860,8 +811,6 @@ "components": [ "{@action Interact}" ], - "frequency": null, - "trigger": null, "requirements": "The prism has only one input stream, and a creature is encased in magic in the input stream", "entries": [ "Over the course of the next hour, the creature in the input stream has its essences refracted through the prism, creating two cocoons of magic in the output streams that each contain a new creature. At the end of the process, the original creature is gone, and the two new creatures break free of their cocoons. Each creature is part of the original, separated from the rest based on the last quality set by the prism's first activation. For instance, if you set the prism to \"good,\" one creature would have all the original creature's good aspects and the other would be the original creature's evil side. Unless you selected a physical quality, both new creatures look just like the original. The new creatures are usually 2 levels lower than the original, but if the original creature was strongly biased with respect to the quality you chose (for instance, if splitting out the good and evil side of a redeemer), the stronger creature is 1 level lower and the weaker creature is 3 or more levels lower. If calibrated correctly, this activation can also reverse the effect of the third activation." @@ -878,16 +827,13 @@ "components": [ "{@action Interact}" ], - "frequency": null, - "trigger": null, "requirements": "The prism has two input streams, and a creature is encased in magic in each of the input streams", "entries": [ "Over the course of the next hour, the essences of both creatures in the input streams are refracted through the prism, creating a cocoon of magic in the output stream that contains a new creature. At the end of the process, the original creatures are gone, and the new creature breaks free of its cocoon. The new creature is an amalgam of the originals, with a new personality blended from both, and is usually 1 or 2 levels higher than the higher level of the original creatures unless the lower-level creature was much weaker. This activation also reverses the effect of the second activation." ] }, "{@b Destruction} Forcing the {@i essence prism} to combine two incompatible demigods destroys the prism, though it might also result in a new divinity." - ], - "generic": false + ] }, { "name": "Flayleaf", @@ -905,8 +851,7 @@ ], "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "usage": "held in 1 hand", "bulk": "L", @@ -915,17 +860,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "The flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it's sourced from plants specifically grown to produce such effects.", { "type": "affliction", - "name": null, "traits": [], "DC": 12, "savingThrow": "Fortitude", @@ -954,8 +897,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Forgefather's Seal", @@ -997,7 +939,6 @@ "freq": 1 }, "trigger": "You are hit by an attack", - "requirements": null, "entries": [ "The Forgefather's seal glows and your armor shakes as it absorbs the blow. The attack's damage is reduced by 100 and you cast {@spell earthquake} (DC 40), centered directly on the triggering creature. You decide the area of the earthquake when you {@action Cast a Spell||Cast the Spell}, from as small as the size of the creature and up to a 60-foot burst." ] @@ -1016,8 +957,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You call upon on the restorative powers of the seal to repair an item within reach. The rune instantly restores the item to full Hit Points, even if the item was destroyed, using the effects of the {@spell remake} spell, so long as the majority of the item is available for the repair. The seal can restore even magic items and artifacts of its level or lower. Once you have used this ability, the seal's ability to automatically repair shields becomes inactive until the next time you make your daily preparations." ] @@ -1033,17 +972,14 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You have not acted yet on your turn", - "requirements": null, "entries": [ "You call upon Torag to defend your allies and those around you, sacrificing yourself in the process. Creatures of your choosing within 60 feet recover all their Hit Points. If any of the creatures are dead, they are instead brought back to life with half of their maximum Hit Points. The chosen creatures also gain a +4 status bonus to AC and saving throws, and fast healing 15 for 1 hour. You can use this ability to bring back to life a creature that requires a {@spell miracle} spell or divine intervention to raise from the dead, as long as you choose no other creatures within 60 feet to recover.", "Once you use this activation, you are turned into a perfect statue made from stone or metal that depicts you in a glorious pose honoring your sacrifice, and you can never be restored. The Forgefather's seal remains on this statue and can be transferred to another suit of armor or a runestone as normal.", "Destruction Using the Forgefather's seal ability to bring the dead back to life on an evil demigod causes it to shatter in a violent explosion that destroys the seal and the statue made as part of the sacrifice, erasing all knowledge of the user from existence. It does, however, bring the evil demigod back to life." ] } - ], - "generic": false + ] }, { "name": "Genius Diadem", @@ -1146,8 +1082,7 @@ "entries": [ "These gloves appear and function as gloves of storing but repel any item not stored in the gloves. When wearing them, whenever you {@action Interact} to draw or pick up an item, roll a DC {@flatDC 11} flat check. On a success, you do so as normal. On a failure, you instead fling the item 15 feet in a random direction. You can use a reaction to attempt a DC 23 Reflex save, causing the item to land at your feet instead if you succeed. Removing the stored item from the gloves does not trigger the item's curse.", "The first time the curse activates, the gloves fuse to you." - ], - "generic": false + ] }, { "name": "Grandstanding", @@ -1184,7 +1119,7 @@ "Necromancy" ], "usage": "worn headwear", - "bulk": "2", + "bulk": 2, "category": "Artifact", "entries": [ "This imposing helm bears the horns of a powerful black dragon. While wearing the Horns of Naraga, you gain {@ability darkvision||greater darkvision} and immunity to acid. If you are undead, you gain resistance 40 to positive damage. If you are not undead, the helm quickly saps the life from you, dealing {@damage 10d6} negative damage to you every round. If you die from this damage, you rise as an undead of an equal level in {@dice 1d4} rounds.", @@ -1199,9 +1134,7 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You touch a creature as part of an unarmed attack or melee spell attack roll", - "requirements": null, "entries": [ "The creature takes {@damage 5d6} negative damage. If you are an undead, you regain Hit Points equal to the negative damage the creature took." ] @@ -1220,15 +1153,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The Horns of Naraga transform into Naraga, an ancient black dragon (Bestiary 106). Naraga appears in an adjacent appropriate space, and if no such space is available, she does not appear. Naraga follows your commands without question. She remains for up to 1 hour or until you use an {@action Interact} action to dismiss her, after which she reverts back to the helm. If Naraga is slain, she immediately reverts back to the helm and can't be summoned for 1 week. You don't receive any of the helm's other benefits while it is transformed.", "Destruction The helm is utterly obliterated if crushed between the jaws of an ancient black dragon's skull located in a desert while the sun is at its zenith." ] } - ], - "generic": false + ] }, { "name": "Martyr's Shield", @@ -1244,7 +1174,7 @@ "Intelligent" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "perception": { "default": 12, @@ -1304,8 +1234,7 @@ "entries": [ "This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after taking damage, you become {@condition petrified} for 1 round.", "Once the curse has activated for the first time, the armor fuses to you." - ], - "generic": false + ] }, { "name": "Mirror Of Sorshen", @@ -1337,9 +1266,6 @@ "components": [ "visual)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You force a creature looking at the mirror to attempt an additional Will save against the mirror's fascination effect, even if they succeeded at their save." ] @@ -1355,16 +1281,13 @@ "components": [ "incapacitation)" ], - "frequency": null, - "trigger": null, "requirements": "The target must be {@condition fascinated} by the mirror", "entries": [ "You control the target for 30 days, with the effect of a critically failed saving throw against dominate. If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature's nature is 35.", "Destruction The Mirror of Sorshen shatters into a thousand pieces if an intelligent but completely innocent creature resists the mirror's attraction and then accidentally drops it." ] } - ], - "generic": false + ] }, { "name": "Monkey's Paw", @@ -1385,8 +1308,7 @@ "entries": [ "This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey's paw, the hand opens, revealing three withered fingers. The monkey's paw grants you three wishes, curling one finger after every one. Once you pick up the monkey's paw, you cannot discard the hand until it returns to a clenched fist by casting its three wishes. Any attempts to discard the hand, even with the effects of a {@spell miracle} or {@spell wish} spell, are unsuccessful as the monkey's paw reappears among your possessions within {@dice 1d4} hours; it doesn't work for any other creature in the intervening time. The hand returns even if another creature steals it from you. Once you make all three wishes, the monkey's paw uses plane shift to travel to a random point in the multiverse.", "Whenever the monkey's paw hears you utter a statement that sounds like a wish, even if you don't use the words \"I wish,\" it activates and grants a twisted, horrifying version of your wish, producing any effect within the possibility of alter reality, miracle, primal phenomenon, or wish, and potentially a greater effect at the GM's discretion." - ], - "generic": false + ] }, { "name": "Necklace Of Strangulation", @@ -1407,8 +1329,7 @@ "entries": [ "This beautiful necklace appears to be a magical item such as a necklace of fireballs or a pendant of the occult. When invested, it magically locks in place, suspiciously tightly, and fuses to you. When you enter a situation of extreme stress (as determined by the GM), the necklace tightens around your neck, suffocating you (Core Rulebook 478) and dealing 30 bludgeoning damage to you at the end of each of your turns.", "Once per round, you can spend a single action to attempt a DC 34 {@skill Athletics} check or Fortitude save; success means you don't take the damage on your current turn, but you continue suffocating. The necklace loosens after you've been dead for a month." - ], - "generic": false + ] }, { "name": "Orb Of Dragonkind", @@ -1423,7 +1344,7 @@ "Enchantment" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Artifact", "entries": [ "Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon's spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed.", @@ -1441,9 +1362,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cast a 10th-level {@spell dominate} spell (DC 40) on a dragon of the type associated with the orb within 500 feet, except the effect lasts for 1 month rather than unlimited. The dragon does not receive its status bonus to saving throws against magic. The dragon is then temporarily immune to further domination via the orb for 24 hours." ] @@ -1463,15 +1381,12 @@ "unit": "day", "freq": 3 }, - "trigger": null, - "requirements": null, "entries": [ "You breathe an elemental blast that deals {@dice 25d6} damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The breath's damage type matches the Breath Weapon of the dragon type associated with the orb of dragonkind (acid for the black orb, electricity for the blue orb, and so on)", "Destruction An orb of dragonkind violently shatters and explodes when exposed to the Breath Weapon of a dragon who is a descendant of the dragon trapped within. The explosion deals damage as the 2-action activation above to all creatures within 90 feet." ] } - ], - "generic": false + ] }, { "name": "Overdramatic", @@ -1526,8 +1441,6 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels' worth of items per day in this way.", "For example, the extractor could create two true elixirs of life (19th level) and two moderate elixirs of life (9th level), or eight comprehension elixirs (7th level), and so on." @@ -1544,9 +1457,6 @@ "components": [ "(Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher's extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature's unique abilities for 1 hour. This could grant one of several abilities such as a dragon's Breath Weapon, {@ability darkvision}, flight, frightful presence, or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature's DC.", "The mutagen grants only abilities based on a creature's physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants.", @@ -1555,8 +1465,7 @@ "Destruction Simultaneously feeding the philosopher's extractor sizable portions of an aeon, angel, archon, azata, daemon, demon, devil, protean, and psychopomp, each of at least 14th level, along with a philosopher's stone causes the device to jam, overheat, and explode. Creatures within 60 feet of the explosion must succeed at a DC 55 Reflex save or become covered in an alchemical slurry that transforms them into a horrifying amalgam of at least two of the creatures used to destroy the machine." ] } - ], - "generic": false + ] }, { "name": "Poisonous Cloak", @@ -1638,8 +1547,7 @@ ], "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "usage": "held in 1 hand", "bulk": "L", @@ -1648,17 +1556,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "When eaten or smoked, pesh gives users a sense of well-being, sometimes with hallucinations, aggression, and exhaustion.", { "type": "affliction", - "name": null, "traits": [], "DC": 12, "savingThrow": "Fortitude", @@ -1682,8 +1588,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Ring Of Truth", @@ -1699,13 +1604,11 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This ring appears to be a ring of lies, but when invested, close investigation reveals angelic wings and divine creatures {@condition hidden} on the face of the ring. When you invest the ring, you are rendered unable to tell a deliberate lie, in either speech or writing. If you attempt to omit the truth or phrase things truthfully but deceptively, roll a DC {@flatDC 11} flat check; on a failure, the ring itself blurts out the entire truth (as you believe it) as an answer. Keeping silent does not activate the ring's curse.", "Once the curse has activated for the first time, the ring fuses to you." - ], - "generic": false + ] }, { "name": "Scour", @@ -1724,8 +1627,7 @@ ], "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "usage": "held in 1 hand", "bulk": "L", @@ -1734,17 +1636,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This gritty powder improves responsiveness but suppresses thoughts and leaves you weakened. The saving throw for addiction to scour is DC 30, and the addiction is virulent.", { "type": "affliction", - "name": null, "traits": [], "DC": 25, "savingThrow": "Fortitude", @@ -1768,8 +1668,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Serithtial", @@ -1786,7 +1685,7 @@ "Intelligent" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Artifact", "perception": { "default": 28, @@ -1836,9 +1735,6 @@ "components": [ "Frequency once per hour" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Serithtial spends the appropriate number of actions and casts a 9th level {@spell heal} or {@spell zone of truth} spell (DC 45 for either of the two spells)", "Destruction If Kazavon or a great wyrm shadow dragon who is a worshipper of Zon-Kuthon uses its breath weapon on Serithtial while she is unattended, the sword melts into a pool of mundane iron." @@ -1861,8 +1757,7 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "held in 1 hand", "bulk": "L", @@ -1871,10 +1766,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ @@ -1882,11 +1776,9 @@ "The addiction to shiver has the {@trait virulent} trait.", { "type": "affliction", - "name": null, "traits": [], "DC": 19, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "4\nhours", "stages": [ { @@ -1906,8 +1798,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Shot Of The First Vault", @@ -1939,9 +1830,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You recall the shot of the First Vault, which automatically reloads itself into your weapon. If the shot had fragmented, the fragments violently dislodge themselves, dealing 15 {@condition persistent damage ||persistent bleed damage} to each creature in which they were embedded.", "The fragments then unite to re-form the shot of the First Vault, which automatically reloads itself into your weapon." @@ -1957,8 +1845,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0", "entries": [ "You line up a perfectly aimed attack directly toward the First Vault. You {@action Strike} a creature, then the shot of the First Vault attempts to bring your target with it as it returns to the First Vault. Unless your attack roll is a critical failure, the creature must attempt a DC 45 Reflex save; this effect has the {@trait incapacitation} trait. Regardless, the shot of the First Vault returns to the First Vault.", @@ -1973,8 +1859,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Singing Sword", @@ -1990,7 +1875,7 @@ "Occult" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "perception": { "default": 11, @@ -2042,8 +1927,6 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The singing sword casts {@spell inspire courage}." ] @@ -2062,8 +1945,6 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The singing sword casts {@spell inspire defense}." ] @@ -2084,7 +1965,6 @@ "freq": 1 }, "trigger": "You or an ally within 60 feet rolls a saving throw against an {@trait auditory} effect", - "requirements": null, "entries": [ "The singing sword casts {@spell counter performance}." ] @@ -2103,7 +1983,6 @@ "Magical", "Transmutation" ], - "bulk": "\u2014", "category": "Artifact", "entries": [ "A sphere of annihilation is a floating black sphere that pulls any matter that comes into contact with it into a void, destroying it utterly. Anything or anyone destroyed by the sphere can be brought back only by a deity's direct intervention. The sphere can't be counteracted by dispel magic or similar effects.", @@ -2118,8 +1997,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, "requirements": "You are within 40 feet of the sphere", "entries": [ "You attempt a DC 30 {@skill Arcana} or {@skill Occultism} check to take control of the sphere. If someone else already controls the sphere, this check uses their Will DC if higher. If you succeed, you take control of the sphere. If you fail, the sphere moves 10 feet closer to you (or 20 feet on a critical failure). You keep control as long as you remain within 80 feet of the sphere and Sustain the Activation each round.", @@ -2128,8 +2005,7 @@ "If a rod of cancellation (Pathfinder Advanced Player's Guide) touches the sphere, both items explode, dealing {@damage 14d6} bludgeoning damage (DC 35 basic Reflex save) to everything in a 60-foot burst from the point of their destruction." ] } - ], - "generic": false + ] }, { "name": "Staining", @@ -2171,8 +2047,7 @@ "entries": [ "Also known as a loadstone, this small stone appears nonmagical and has a lovely sheen, giving the impression that it could be a valuable or a notable item or a magic stone of some kind. When you've carried the stone on your person for 1 minute, its curse activates: the stone's size does not change, but it suddenly increases in weight to 5 Bulk. This additional weight does not cause the stone to deal more damage if thrown or used as a weapon. It reappears in your possessions within 1 minute if you discard it, and can't be destroyed or thrown away permanently, or even placed in a container that would reduce or negate its Bulk (like a bag of holding), until it is subject to a {@spell remove curse} spell or similar magic effect.", "Once the curse has activated for the first time, the stone fuses to you." - ], - "generic": false + ] }, { "name": "Talisman Of The Sphere", @@ -2187,15 +2062,13 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Artifact", "entries": [ "This loop of adamantine can be slung on a chain to be worn as a necklace, but must be held to convey its benefits. A creature that can't cast either arcane or occult spells takes {@damage 8d6} mental damage just from picking up the item, and they take that damage again at the start of each of their turns if they continue to hold it.", "If the wielder can cast arcane or occult spells, they can use the talisman of the sphere to more easily control a sphere of annihilation. This reduces the DC of the check to control the sphere or Sustain the Activation by 10.", "Destruction The talisman of the sphere is destroyed if touched by a sphere of annihilation.", "Much like coins, gems and art objects are valuable currency worth their full Price when sold. When making a treasure hoard, you can choose gems or art objects you like, or roll randomly using percentile dice." - ], - "generic": false + ] }, { "name": "Withering", @@ -2233,8 +2106,7 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "held in 1 hand", "bulk": "L", @@ -2243,21 +2115,18 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This bitter paste is used among some gladiatorial rings for its short-term benefits in a fight.", { "type": "affliction", - "name": null, "traits": [], "DC": 20, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "1 hour", "stages": [ { @@ -2272,8 +2141,7 @@ } ] } - ], - "generic": false + ] } ] } diff --git a/data/items/items-loag.json b/data/items/items-loag.json index d32b55adf0..fd110cd3e4 100644 --- a/data/items/items-loag.json +++ b/data/items/items-loag.json @@ -12,8 +12,7 @@ ], "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "usage": "etched onto a weapon", "category": "Rune", @@ -22,8 +21,7 @@ ], "entries": [ "A conducting weapon can channel energy through it. The weapon gains the resonant weapon trait, except that when you {@action Conduct Energy|LOAG}, the weapon deals an additional {@dice 1d8} damage of the selected type instead of 1 additional damage per die; if the weapon already had the resonant weapon trait, it deals {@dice 1d8} damage plus 1 damage per die instead. On a critical hit, the weapon deals {@damage 1d8} {@condition persistent damage} of the same type." - ], - "generic": false + ] }, { "name": "Soaring", @@ -37,8 +35,7 @@ ], "price": { "coin": "gp", - "amount": 3750, - "note": null + "amount": 3750 }, "usage": "etched onto armor", "category": "Rune", @@ -58,15 +55,12 @@ "components": [ "command" ], - "frequency": null, "trigger": "You or a creature within 60 feet of you is falling", - "requirements": null, "entries": [ "You cast {@spell feather fall} on the triggering creature." ] } - ], - "generic": false + ] }, { "name": "Wooden Taws", @@ -80,15 +74,8 @@ "amount": 1, "note": "(price for 10)" }, - "bulk": null, - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "category": "Ammunition", "entries": [], - "craftReq": null, - "generic": false, "variants": null } ] diff --git a/data/items/items-locg.json b/data/items/items-locg.json index f7433bcb04..4bb0d9a0e4 100644 --- a/data/items/items-locg.json +++ b/data/items/items-locg.json @@ -10,17 +10,15 @@ "traits": [], "price": { "coin": "sp", - "amount": 20, - "note": null + "amount": 20 }, - "bulk": "1", - "category": "no category found", + "bulk": 1, + "category": "Adventuring Gear", "entries": [ "These armor-plated skirts, which are also known as armored kilts, are favored by Knights of Lastwall for their versatility and aesthetic appeal. An armored skirt can be donned with 2 {@action Interact} actions when it's worn with light or medium armor, or as part of donning heavy armor.", "When worn with a breastplate, chain shirt, chain mail, or scale mail, an armored skirt 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 check penalty and reduce the Speed penalty by 2, and adds the {@trait noisy} trait. This also makes the armor one step heavier (from light to medium, or medium to heavy), and you use the proficiency bonus appropriate to this adjusted armor type.", "Alternatively, when wearing an armored skirt to replace appropriate portions of a set of half plate or full plate, reduce the armor's item bonus to AC by 1, lessen the check penalty by 1, decrease the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, increase the armor's Dex cap by 1, and add the {@trait noisy} trait to the armor. An armored skirt grants no benefit when worn by itself or with armors other than those listed here." - ], - "generic": false + ] }, { "name": "Bi-resonant Wayfinder", @@ -37,16 +35,13 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones. A bi-resonant wayfinder works just like a regular wayfinder (Pathfinder Core Rulebook 617) except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit." - ], - "generic": false + ] }, { "name": "Cloak Of Repute", @@ -61,7 +56,7 @@ "Worn" ], "usage": "worn cloak", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to {@skill Diplomacy} checks to {@action Make an Impression}. Creatures attempting to learn about you gain the same bonus to {@action Gather Information} about you.", @@ -79,8 +74,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You wield your great stature to make a {@action Request} of a creature. If you roll a success on the check, you get a critical success instead." ] @@ -93,8 +86,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "entries": [] }, @@ -103,8 +95,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 1300, - "note": null + "amount": 1300 }, "entries": [ "The item bonus is +2. You can activate the cloak twice per day." @@ -115,8 +106,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 21750, - "note": null + "amount": 21750 }, "entries": [ "The item bonus is +3. You can activate the cloak three times per day. If you roll a critical failure on your {@skill Diplomacy} check when you activate the cloak, you get a failure instead." @@ -137,17 +127,15 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "held in 1 or 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "These ominous swords are decorated with crimson lacquer and serve as perfect conduits for the Crimson Oath's power. The first was granted to Clarethe Iomedar by a mysterious patron who many Reclaimers believe to be an emissary of Ragathiel.", "A crimson brand is a +1 striking wounding bastard sword. When the wielder uses the crimson brand to cast {@spell invoke the Crimson Oath|LOCG} (page 90), they can generate a 60-foot line or a 30-foot cone instead of the normal 20-foot cone. Whenever the wielder would inflict {@condition persistent damage ||persistent bleed damage} on an undead creature with the crimson brand, they can instead wreathe the creature in ruby energy, inflicting the same amount of {@condition persistent damage ||persistent positive damage} instead of {@condition persistent damage ||persistent bleed damage}." - ], - "generic": false + ] }, { "name": "Fortifying Pebble", @@ -164,27 +152,24 @@ ], "price": { "coin": "gp", - "amount": 13, - "note": null + "amount": 13 }, "usage": "affixed to armor, shield, or weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free", "entry": "{@as F}" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "The affixed object would take damage." }, "category": "Talisman", "entries": [ "This small pebble is strangely dense and surprisingly durable, affixed to an object by a sturdy steel chain. When you activate the pebble, the affixed object takes 10 less damage." - ], - "generic": false + ] }, { "name": "Glorious Plate", @@ -201,8 +186,7 @@ ], "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "usage": "worn, armor", "bulk": "4", @@ -217,8 +201,7 @@ "Critical Failure": "As failure, except the wearer's allies are {@condition hidden} to the enemy instead of {@condition concealed}. Activate {@as 2} command, {@action Interact}; Frequency once per 10 minutes; Effect The armor casts sanctuary on you." } } - ], - "generic": false + ] }, { "name": "Insistent Door Knocker", @@ -231,7 +214,7 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an {@action Interact} action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to {@skill Thievery} checks to {@action Pick a Lock}.", @@ -251,8 +234,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an {@action Interact} action to release the door knocker from the surface and return the surface to its previous shape." ] @@ -265,8 +246,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 225, - "note": null + "amount": 225 }, "entries": [] }, @@ -275,8 +255,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1250, - "note": null + "amount": 1250 }, "entries": [ "The item bonus is +2, and the door knocker can penetrate up to 5 feet of material when activated." @@ -287,8 +266,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 13500, - "note": null + "amount": 13500 }, "entries": [ "The item bonus is +3, and the door knocker can penetrate up to 10 feet of material when activated." @@ -310,16 +288,14 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 2 hands", "bulk": "L", "category": "Elixir", "entries": [ "Crimson Reclaimers make this rich, hearty soup using herbs that baffle the senses of the undead. A bowl of Lastwall soup is as nourishing as a full meal. In addition, for 1 hour after consuming a bowl of Lastwall soup, you gain a +2 item bonus to {@skill Stealth} checks and DCs against undead." - ], - "generic": false + ] }, { "name": "Pathfinder Chronicle", @@ -332,16 +308,14 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "held in one hand", "bulk": "L", "category": "Held", "entries": [ "Numerous volumes and editions of the Pathfinder Chronicles exist, each cataloging different adventures. Pathfinder Chronicles are a type of {@item scholarly journal (generic)||scholarly journal} that specifically devotes topics to Pathfinder discoveries, rather than more theoretical academic topics. Because Pathfinders have better access to these chronicles than other scholarly journals, they are particularly common among Pathfinder agents building a library of reference texts." - ], - "generic": false + ] }, { "name": "Pathfinder's Coin", @@ -356,11 +330,9 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "This coin usually resembles ancient currency. An intricate matrix of gold and platinum wires inside the coin causes it to float an inch in the air and spin if placed on a wayfinder.", @@ -374,15 +346,12 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, "requirements": "The coin is levitating above a wayfinder", "entries": [ "You give the coin a message of 25 words or fewer. The message repeats in your voice the next time the coin is floated above a wayfinder. A Pathfinder's coin can hold only one message at a time, and it replays its message only once." ] } - ], - "generic": false + ] }, { "name": "Pathfinder's Pouch", @@ -400,8 +369,7 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "worn belt pouch", "bulk": "L", @@ -419,15 +387,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You switch the pouch to allow access to its extradimensional space instead of its normal space, or vice versa. This lasts until you next activate it. Items in the other space are inaccessible and hard to find until you switch the pouch back." ] } - ], - "generic": false + ] }, { "name": "Radiant Lance", @@ -445,11 +409,10 @@ ], "price": { "coin": "gp", - "amount": 5750, - "note": null + "amount": 5750 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "When wielded in battle, these silver lances blaze with light.", @@ -463,8 +426,7 @@ "Critical Failure": "The undead is {@condition slowed 1} for 1 minute. Activate {@as 2} command, {@action Interact}; Frequency once per day; Effect You point the lance at a foe and call out, firing a beam with the effects of a 7th-level {@spell searing light}." } } - ], - "generic": false + ] }, { "name": "Scroll Case Of Simplicity", @@ -479,7 +441,6 @@ "Transmutation" ], "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type.", @@ -493,8 +454,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "The scroll case contains a single scroll of a 1st-level spell", "entries": [ "You transfer the scroll's energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case's spells. If you use any action other than to {@action Cast a Spell} from the scroll case after activating the scroll case of simplicity, the scroll and its energy are lost." @@ -515,11 +474,10 @@ ], "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "usage": "held, 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "A band of pliant wood encircles the head of this slender mahogany staff.", @@ -529,8 +487,7 @@ "Casting the written spell works just like casting from a scroll, but you can perform the necessary material component with the staff, even if you don't have a free hand.", "Once you cast the inscribed spell, any material focus remains embedded in the staff until removed as an {@action Interact} action.", "The staff can hold only a single scroll at a time. If you inscribe a new scroll before casting the previous spell, you replace the existing spell and remove any previous material focus as part of the {@action Craft} activity to write the new scroll." - ], - "generic": false + ] }, { "name": "Serrating", @@ -545,8 +502,7 @@ ], "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "usage": "etched onto a slashing melee weapon", "category": "Rune", @@ -565,15 +521,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You brandish the weapon and focus its power, causing the serrated shards to buzz as they spin at a dizzying speed. On your next hit with the weapon this turn that deals slashing damage, the serrating rune adds an additional {@dice 1d12} damage instead of the additional {@dice 1d4} damage, and then the shards return to their usual speed." ] } - ], - "generic": false + ] }, { "name": "Shining Wayfinder", @@ -591,11 +543,9 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder, except instead of an activation to cast {@spell light}, the shining wayfinder has the following two activations.", @@ -610,9 +560,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you." ] @@ -632,14 +579,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You call upon the wayfinder's divine blessings for yourself and your allies. The wayfinder casts bless, with an emanation centered on itself. Once per turn, you can use a single action, which has the {@trait concentrate} trait, to increase the emanation's radius by 5 feet." ] } - ], - "generic": false + ] }, { "name": "Sinister Knight", @@ -655,8 +599,7 @@ ], "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "usage": "etched onto heavy armor", "category": "Rune", @@ -675,16 +618,12 @@ "components": [ "(envision)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "With a thought, the wearer activates a disguise. While the sinister knight armor's disguise is active, any identifying insignia or aesthetic of the armor is replaced by generic malevolent aesthetics such as spikes or demonic faces. While in the disguise, the wearer is always considered to be taking precautions against lifesense, and even a creature that successfully notices the wearer with its lifesense mistakes the wearer for an undead unless it critically succeeds at its {@skill Perception} check or the wearer critically fails a {@skill Deception} or {@skill Stealth} check. Finally, while in the disguise, the rune attempts to counteract any effects that would reveal your alignment; on a successful counteract check, rather than negate the effect, the rune causes the effect to perceive your alignment as evil (maintaining any lawful or chaotic component of your alignment)", "The wearer can {@action Dismiss} the disguise, and if the wearer's armor is removed, the disguise deactivates automatically." ] } - ], - "generic": false + ] }, { "name": "Snapleaf", @@ -700,27 +639,24 @@ ], "price": { "coin": "gp", - "amount": 9, - "note": null + "amount": 9 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "reaction", "entry": "{@as R}" }, - "components": "Interact", - "requirements": null, - "frequency": null, + "components": [ + "Interact" + ], "trigger": "You begin to fall." }, "category": "Talisman", "entries": [ "This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level {@spell invisibility} spell for 1 minute or until you stop falling, whichever comes first." - ], - "generic": false + ] }, { "name": "Unmemorable Mantle", @@ -735,7 +671,7 @@ "Worn" ], "usage": "worn cloak", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to {@skill Deception} checks to {@action Impersonate} an individual and to {@action Lie} while in character as that individual.", @@ -755,7 +691,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "You are Impersonating someone else", "entries": [ "While conversing or otherwise casually interacting with other creatures, you can adjust the mantle's clasp to modify those creatures' recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save.", @@ -778,8 +713,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [] }, @@ -788,8 +722,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 1300, - "note": null + "amount": 1300 }, "entries": [ "The item bonus is +2, and the Will save DC is 28." @@ -800,8 +733,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 21750, - "note": null + "amount": 21750 }, "entries": [ "The item bonus is +3, the Will save DC is 38, and you can activate the mantle once every 10 minutes." @@ -824,11 +756,9 @@ ], "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation.", @@ -847,14 +777,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level {@spell invisibility} spell for 5 minutes." ] } - ], - "generic": false + ] } ] } diff --git a/data/items/items-logm.json b/data/items/items-logm.json index fc9f7cae3e..81d951060b 100644 --- a/data/items/items-logm.json +++ b/data/items/items-logm.json @@ -11,19 +11,17 @@ "Divination", "Magical" ], - "access": "follower of Abadar", + "access": "follower of {@deity Abadar}", "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This immaculate golden set of merchant's scales is considered a divine instrument among Abadar's most faithful. Unlike most scales, this one has only a single dish for placing small objects, and calculates value rather than weight. On the other side of the fulcrum, a steel arrow indicator points to various numbers engraved on the side of the scale. By placing an object of light Bulk onto the dish, you can determine its value in gold pieces in the market in which the scale was made (most of these scales are made in Katapesh or Absalom), based on its material composition and artisanship. For example, after placing a gemstone on the dish, the scale will indicate the fairest (average, in most cases) price you can expect to fetch in the market to which the scale is calibrated, but the scale wouldn't detect the gemstone's historical significance or any magical properties. Abadar's flawless scale can be calibrated to a different market by performing a 1-hour ritual in the proximity of that market." - ], - "generic": false + ] }, { "name": "Bottomless Stein", @@ -36,19 +34,17 @@ "Conjuration", "Magical" ], - "access": "follower of Cayden Cailean", + "access": "follower of {@deity Cayden Cailean}", "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "held in 1 hand", "bulk": "L", "category": "Held", "entries": [ "A magic item regarded as holy by followers of Cayden Cailean, this ornate metallic stein is always filled to the brim with delicious ale, no matter how much is drunk or spilled. If it is emptied (such as by being gulped quickly or upended onto the floor), the bottomless stein will fill again within 1 round as long as it is right side up, though it's impossible to transfer the ale to another container to sell it or store it for later. The exact type of ale with which the stein is filled is determined at the item's creation, and cannot be changed thereafter." - ], - "generic": false + ] }, { "name": "Dagger Of Eternal Sleep", @@ -62,11 +58,10 @@ "Magical", "Necromancy" ], - "access": "follower of Achaekek", + "access": "follower of {@deity Achaekek|LOGM}", "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "held in 1 hand", "bulk": "L", @@ -83,15 +78,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You transform the dagger of eternal sleep into a +1 grievous striking dagger and {@action Strike} an {@condition unconscious} target with the dagger. If you are not in an encounter or otherwise threatened and you roll a hit with your {@action Strike}, you get a critical hit instead. The damage from the {@action Strike} and the bleed from the critical specialization effect do not awaken the target, though the target becomes temporarily immune to this effect until the next time it wakes up, meaning further daggers of eternal sleep awaken it as normal. The dagger disintegrates immediately after use." ] } - ], - "generic": false + ] }, { "name": "Deteriorating Dust", @@ -105,9 +96,8 @@ "Evocation", "Magical" ], - "access": "follower of Rovagug", + "access": "follower of {@deity Rovagug}", "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Consumable", "entries": [ "Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug's more discreet followers.", @@ -121,9 +111,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart.", "For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object's Hardness instead. If the deteriorating dust is still active after the object's Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust's duration expires, but any damage remains." @@ -137,8 +124,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [ "The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days." @@ -154,8 +140,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 45, - "note": null + "amount": 45 }, "entries": [ "The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 1 week." @@ -171,8 +156,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 105, - "note": null + "amount": 105 }, "entries": [ "The affected object takes 1 damage per hour (24 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days." @@ -203,14 +187,13 @@ "Magical", "Necromancy" ], - "access": "follower of Urgathoa", + "access": "follower of {@deity Urgathoa}", "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This black-and-gray thurible is decorated with a skeleton motif; the jaw of one of the decorative skulls unhinges, allowing you to load it with incense as an action. A long, thin chain is connected to the top of the thurible.", @@ -224,16 +207,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You swing the thurible around you, spreading inky black smoke in a 20-foot emanation that has the effect of obscuring mist.", "Undead creatures can see through the smoke as if it didn't exist. Negative energy also disrupts the magic of the smoke; anyone who uses a {@trait negative} effect, along with creatures affected by a {@trait negative} effect, can see through the smoke for 1 round." ] } - ], - "generic": false + ] }, { "name": "Glaive Of The Artist", @@ -246,14 +225,13 @@ "Enchantment", "Magical" ], - "access": "follower of Shelyn", + "access": "follower of {@deity Shelyn}", "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "This +2 holy greater striking glaive has a long, multi-tailed rainbow-colored banner affixed to the butt of the pole in the style of Shelyn's religious symbol. While wielding the glaive, you gain a +2 item bonus on {@skill Crafting} and {@skill Performance} checks.", @@ -271,8 +249,6 @@ "unit": "round", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You furl one of the colored tails around the pole, causing the glaive to gain the effects of your choice of the corrosive, flaming, frost, shocking, or thundering property runes for 1 round, depending on the tail you chose." ] @@ -291,14 +267,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You thrust the blade of the glaive into the ground, activating the power of the banner. (The blade can penetrate any non-metallic surface when used in this way, and does not leave a mark when withdrawn.) As long as the glaive is thrust into the ground and standing upright, all allies within 60 feet who can see the glaive's banner gain a +2 item bonus to {@skill Performance} checks." ] } - ], - "generic": false + ] }, { "name": "Lucky Rabbit's Foot", @@ -314,30 +287,27 @@ "Magical", "Talisman" ], - "access": "follower of Desna", + "access": "follower of {@deity Desna}", "price": { "coin": "gp", - "amount": 175, - "note": null + "amount": 175 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "reaction", "entry": "{@as R}" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You fail a Reflex save against a damaging effect." }, "category": "Talisman", "entries": [ "This treated rabbit's foot has shockingly blue fur and is often carried by vagabonds who worship Desna. When you activate the foot, reroll the triggering Reflex save. If you fail the second roll as well, you can {@action Stride} up to your Speed." - ], - "generic": false + ] }, { "name": "Manacles Of Persuasion", @@ -351,21 +321,19 @@ "Necromancy", "Nonlethal" ], - "access": "follower of Zon-Kuthon", + "access": "follower of {@deity Zon-Kuthon}", "price": { "coin": "gp", - "amount": 45, - "note": null + "amount": 45 }, "usage": "worn on wrists", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "These sturdy, average manacles are connected by a thick iron chain that is much heavier than its appearance suggests at a glance.", "Followers of Zon-Kuthon sometimes employ manacles of persuasion against captured enemies and spies. When the manacles are locked around an {@condition immobilized} creature's wrists, they begin to sap the life out of the victim, dealing 2 negative damage per hour until the creature falls {@condition unconscious}. The effect is nonlethal, so the damage doesn't cause the creature to become {@condition dying}.", "While the creature is {@condition unconscious}, the manacles deal no damage and allow the creature to recover Hit Points normally to a maximum of 10 Hit Points, at which point the manacles begin to deal damage once more. The manacles have no effect on a creature that is not {@condition immobilized}." - ], - "generic": false + ] }, { "name": "Miter Of Communion", @@ -381,8 +349,7 @@ ], "price": { "coin": "gp", - "amount": 800, - "note": null + "amount": 800 }, "usage": "worn headwear", "bulk": "L", @@ -400,15 +367,11 @@ "components": [ "(command)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You chant for a minute about a task at hand for the coming week to cast a 4th-level {@spell read omens} spell that grants you cryptic but useful advice." ] } - ], - "generic": false + ] }, { "name": "Mortar Of Hidden Meaning", @@ -422,8 +385,7 @@ ], "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "usage": "held in 2 hands", "bulk": "L", @@ -445,14 +407,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You use the mortar of {@condition hidden} meaning to grind tea leaves (or another suitable substance for making a hot beverage). While grinding the tea leaves, which takes no less than 1 minute, you can speak a message into the mortar. After the leaves are steeped in hot water, the first person who drinks from the resulting brew hears the message whispered in their ear." ] } - ], - "generic": false + ] }, { "name": "Necklace Of Knives", @@ -466,14 +425,12 @@ "Invested", "Magical" ], - "access": "follower of Pharasma", + "access": "follower of {@deity Pharasma}", "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This necklace strung with miniature stone throwing knives.", @@ -488,15 +445,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You pluck a miniature knife from the necklace, and it grows into a normal stone, steel, or wooden dagger for as long as you hold it, fading away 1 round after it leaves your hand. No matter how many knives you pull from the necklace, you never seem to deplete them. Wooden daggers from the necklace are as effective as ordinary steel daggers and can be useful to stake vampires." ] } - ], - "generic": false + ] }, { "name": "Rat-catcher Trident", @@ -509,14 +462,13 @@ "Conjuration", "Magical" ], - "access": "follower of Hanspur", + "access": "follower of {@deity Hanspur|LOGM}", "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "The haft of this +2 striking trident is carved with intricate designs of swarming rodents sacred to Hanspur, the drowned god of the Sellen River. When used against a swarm, it ignores the swarm's resistance to piercing damage, if any.", @@ -534,14 +486,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "While floating down a river on a raft or boat, you plunge the rat-catcher trident into the water. The trident casts a 5th-level {@spell control water} spell on the body of water." ] } - ], - "generic": false + ] }, { "name": "Singing Bowl Of The Versatile Stance", @@ -554,11 +503,10 @@ "Enchantment", "Magical" ], - "access": "follower of Irori", + "access": "follower of {@deity Irori}", "price": { "coin": "gp", - "amount": 1175, - "note": null + "amount": 1175 }, "usage": "held in 2 hands", "bulk": "L", @@ -576,16 +524,12 @@ "components": [ "Interact (auditory)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "While holding the singing bowl of the versatile stance with one hand, you strike the lip of it with a mallet held in the other.", "Anyone within 60 feet currently in a stance can spend a reaction to use one of their stance actions in order to change to a different stance." ] } - ], - "generic": false + ] }, { "name": "Torag's Silver Anvil", @@ -599,21 +543,19 @@ "Magical", "Transmutation" ], - "access": "follower of Torag", + "access": "follower of {@deity Torag}", "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "This portable silver anvil has a narrow hoop on one end, through which a long, sturdy chain has been strung.", "Torag's Silver Anvil can be wielded as a +3 holy greater flaming greater striking silver meteor hammer.", "Outside of combat, the anvil can be used with a hammer as an incredibly effective portable forge, heating up the metal to be forged without a furnace and granting a +3 item bonus to {@skill Crafting} checks involving metalworking. When you use the anvil to successfully {@action Repair} a metal item, the item recovers an additional 10 Hit Points (or an additional 20 on a critical success)." - ], - "generic": false + ] } ] } diff --git a/data/items/items-lol.json b/data/items/items-lol.json index bf36393a29..aa98268494 100644 --- a/data/items/items-lol.json +++ b/data/items/items-lol.json @@ -18,10 +18,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -34,8 +33,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "entries": [ "You gain a +1 item bonus." @@ -51,8 +49,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "entries": [ "You gain a +2 item bonus." @@ -68,8 +65,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 140, - "note": null + "amount": 140 }, "entries": [ "You gain a +3 item bonus." @@ -85,8 +81,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [ "You gain a +4 item bonus." @@ -118,8 +113,7 @@ ], "price": { "coin": "gp", - "amount": 175, - "note": null + "amount": 175 }, "usage": "held in 1 hands, Bulk L", "category": "Held", @@ -135,9 +129,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You spray the contents of the atomizer on yourself or an adjacent willing ally or unattended object. The target gains the effects of the applied elixir, oil, or potion. The target must be a valid target for the effect, such as food or drink for a nectar of purification, or the consumable is lost." ] @@ -152,15 +143,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cause the atomizer to mix its reagents and fire its held consumable at a square within 30 feet. The consumable forms a cloud that fills the space. The first willing valid target to enter the space automatically gains the effect of the consumable. If there are multiple valid targets, such as with multiple weapons for aligned oil, the creature entering the space determines how the effect is applied. The cloud is consumed upon contact with a willing valid target or at the start of your next turn, whichever comes first." ] } - ], - "generic": false + ] }, { "name": "Applereed Mutagen", @@ -183,10 +170,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -201,8 +187,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "entries": [ "The bonus to {@skill Athletics} is +2, the bonus to Speed is +10 feet, and the duration is 1 minute." @@ -234,8 +219,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "entries": [ "The bonus to {@skill Athletics} is +3, the bonus to Speed is +15 feet, and the duration is 10 minutes." @@ -267,8 +251,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, "entries": [ "The bonus to {@skill Athletics} is +4, the bonus to Speed is +20 feet, and the duration is 1 hour." @@ -311,11 +294,10 @@ ], "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "This +2 greater striking shock greatsword is forged from standard-grade adamantine, with inlays of {@condition broken} circuitry and a robot's ocular lens on the cross guard. A soft thrum comes from the blade, which you feel as a subtle pulse through the grip when wielding it.", @@ -331,15 +313,11 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] } - ], - "generic": false + ] }, { "name": "Celestial Peach", @@ -363,10 +341,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -379,8 +356,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "You gain the effects of 7th-level {@spell neutralize poison}, {@spell regenerate}, {@spell remove curse} and {@spell remove disease} spells. The peach has a counteract modifier of +27." @@ -391,8 +367,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 73000, - "note": null + "amount": 73000 }, "entries": [ "When you place the peach into the mouth of an intact corpse that died within the last year, it casts a 10th-level {@spell raise dead} on the corpse." @@ -411,8 +386,7 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "held in 1 hand", "bulk": "L", @@ -430,16 +404,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You wind the recorder to start recording sound or to play back a recording. You can have the recording or playback start immediately or be timed to start at any point up to one month later.", "\"Walls might have ears, and statues can be fonts of information.\" \u2014a." ] } - ], - "generic": false + ] }, { "name": "Deepdread Claw", @@ -455,11 +425,10 @@ ], "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "usage": "held in 1 or 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "One of a set of four identical spears collectively known as the Four Claws of the Deepdread, this weapon is fashioned from a single seamless piece of matte-black metal with a razored silver edge. In bright light, it functions as a +1 striking spear, but in darkness or dim light, it becomes a +2 greater striking spear. You can upgrade its fundamental runes as normal for a specific weapon, starting from a +2 greater striking spear, but its fundamental runes are always one type worse in bright light.", @@ -473,9 +442,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You establish a telepathic link with someone else wielding a deepdread claw, enabling you to telepathically communicate with the creature while they possess the deepdread claw regardless of distance, so long as you remain on the same plane. You can end a telepathic link you create or that you are part of as an action, which has the {@trait concentrate} trait." ] @@ -495,14 +461,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cast 4th-level {@spell darkness}. You can see clearly in this darkness." ] } - ], - "generic": false + ] }, { "name": "Diluted Hype", @@ -520,8 +483,7 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "held in 1 hand", "bulk": "L", @@ -530,21 +492,18 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "A synthetic adrenaline supplement that increases awareness and reaction time. Diluted hype has been mixed with saltwater to allow for cheaper mass production.", { "type": "affliction", - "name": null, "traits": [], "DC": 21, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "1 minute", "stages": [ { @@ -564,8 +523,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Fiendish Teleportation", @@ -597,14 +555,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You recite a subclause of your contract regarding change in venue. You cast {@spell dimension door}. The space you leave and the one you appear in are filled with the scent of brimstone, dealing {@damage 2d6} evil damage to creatures adjacent to both spaces." ] } - ], - "generic": false + ] }, { "name": "Honeyscent", @@ -621,8 +576,7 @@ ], "price": { "coin": "gp", - "amount": 180, - "note": null + "amount": 180 }, "usage": "held in 1 hand", "bulk": "L", @@ -631,21 +585,18 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This sweet-scented poison triggers vivid hallucinations in those who succumb to it, causing most to believe swarms of ravenous biting insects are feeding on them. So vivid are these hallucinations that the victims damage themselves by scratching and clawing at the imaginary swarm. At the GM's discretion, a creature incapable of clawing at itself might instead slam against solid objects, in which case the poison inflicts bludgeoning damage.", { "type": "affliction", - "name": null, "traits": [], "DC": 30, "savingThrow": "Will", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -665,8 +616,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Hype", @@ -684,8 +634,7 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "held in 1 hand", "bulk": "L", @@ -694,21 +643,18 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "A synthetic adrenaline supplement that increases awareness and reaction time.", { "type": "affliction", - "name": null, "traits": [], "DC": 25, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "1 minute", "stages": [ { @@ -728,8 +674,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Infernal Health", @@ -761,14 +706,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You recite a subclause regarding mandatory remediation from your Thrune contract. For 6 rounds, at the start of your turn each round, you recover 25 Hit Points unless you took good damage since the start of your previous turn." ] } - ], - "generic": false + ] }, { "name": "Lovers' Ink", @@ -783,8 +725,7 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "with writing set", "bulk": "L", @@ -792,8 +733,7 @@ "entries": [ "This ink, derived from inks used by lovers to deliver secret messages, dries to a color similar to most parchments. Avarneus's version requires another dose of lover's ink and a specific agitation to reveal the {@condition hidden} message, preventing casual interception. Any message written with lovers' ink is revealed by applying a page worth of lover's ink and vigorously shaking, requiring 3 {@action Interact} actions. A typical vial provides enough ink to fill 1 page worth of text. While the text is {@condition hidden}, a creature closely examining a surface marked with lover's ink can detect the presence of the ink with a successful DC 25 {@skill Perception} check. On a critical success, they can make out the ink well enough to use {@skill Society} to {@action Decipher Writing}.", "\"I assumed I would have no use for this sort of thing. I found one I can tolerate.\" \u2014a." - ], - "generic": false + ] }, { "name": "Mountain To The Sky", @@ -809,16 +749,13 @@ ], "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Structure", "entries": [ "This tiny, carved walnut shell contains a sacred mountain within. You can only activate mountain to the sky on an unoccupied patch of earth or soil. When activated, the walnut transforms into an impossibly steep mountain, 5,000 feet tall and 100 feet wide at the base. Climbing the mountain requires 8 hours and a successful DC 35 {@skill Athletics} check. After activating it, if you climb to the top of the mountain without any assistance from flight or magic, the mountain plane shifts you to Heaven when you reach the summit. You can return the mountain to the sky into the shape of a walnut shell as a 1-minute activity, which has the {@trait concentrate} and {@trait manipulate} traits, so long as no living creatures are present on the mountain." - ], - "generic": false + ] }, { "name": "Palm Crossbow", @@ -831,8 +768,7 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "worn", "bulk": "L", @@ -849,15 +785,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You expand the bracelet into a hand crossbow. The bracelet has enough pieces to assemble up to three bolts, but the bolts contain necessary components for the bracelet. Without all of the bolt pieces, you cannot collapse the crossbow back into a bracelet." ] } - ], - "generic": false + ] }, { "name": "Plasma Hype", @@ -875,8 +807,7 @@ ], "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "usage": "held in 1 hand", "bulk": "L", @@ -885,21 +816,18 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "A synthetic adrenaline supplement that increases awareness and reaction time. Plasma hype has been infused with a specific mixture of Numerian fluids and other alchemical reagents to improve upon the original hype formula.", { "type": "affliction", - "name": null, "traits": [], "DC": 30, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "1 minute", "stages": [ { @@ -919,8 +847,7 @@ } ] } - ], - "generic": false + ] }, { "name": "Ruby String", @@ -935,11 +862,9 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Consumable", "entries": [ "The frayed threads from the rips and tears in Hao Jin's Tapestry still contain traces of the Ruby Phoenix's magic. Hao Jin has collected most of these loose strings, but others occasionally find these potent silk strands in unexpected places. A ruby string can fulfill the cost requirement for an 8th-level create demiplane ritual (Advanced Player's Guide 241). When used in this way, the ruby string negates the need for secondary casters, and you get a success for all secondary checks. Alternatively, you can activate it to create a smaller demiplane without requiring the ritual.", @@ -955,15 +880,11 @@ "(envision", "Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You spin the thread to form a demiplane with the effects of a successful 8th-level create demiplane, but the space is a single 10-foot cube." ] } - ], - "generic": false + ] }, { "name": "Sovereign Steel", @@ -1083,8 +1004,7 @@ "type": "sovereign steel chunk", "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "bulk": "L", "entries": [] @@ -1093,10 +1013,9 @@ "type": "sovereign steel ingot", "price": { "coin": "gp", - "amount": 7000, - "note": null + "amount": 7000 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -1220,10 +1139,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "arrow" @@ -1239,8 +1157,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [ "The target must be within the maximum range of your weapon." @@ -1251,8 +1168,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 800, - "note": null + "amount": 800 }, "entries": [ "You can fire at any creature you can detect, regardless of range. The arrow travels instantly, hitting your target as soon as you fire the arrow. This is a {@trait teleportation} effect." @@ -1273,8 +1189,7 @@ ], "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, "usage": "held in 1 hands", "bulk": "L", @@ -1283,16 +1198,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "The process of creating the sun orchid elixir leaves behind a large amount of thick paste with its own healing properties. Artokus commonly sells this paste to Thuvian natives who can't purchase the elixir proper and uses the income to support his alchemy students. When you apply the sun orchid poultice, it reduces your {@condition clumsy}, {@condition drained}, and {@condition enfeebled} condition values by 2. In addition, the poultice provides a youthful burst of energy, granting you a +3 item bonus to saves and 20 temporary Hit Points for 1 hour." - ], - "generic": false + ] }, { "name": "Swamp Lily Quilt", @@ -1307,27 +1220,24 @@ ], "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "activate": { "activity": { "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "This quilt is defined by its green lily-pad pattern, which is rare in Bellflower communications. The quilt is 10 feet square and infused with a reagent that activates when the quilt is laid out across soil or earth. One round after you lay out the quilt, the ground beneath it becomes soft and muddy, creating {@quickref difficult terrain||3|terrain} in the area where the quilt was. You can leave the quilt to maintain the {@quickref difficult terrain||3|terrain} indefinitely, but the affected ground begins to dry once you remove the quilt with an {@action Interact} action. The ground dries over the span of 1 hour, after which the ground returns to normal terrain.", "Placing the quilt on the ground uses up its infused reagents, and it becomes an ordinary quilt once removed from the ground." - ], - "generic": false + ] }, { "name": "Unending Youth", @@ -1359,14 +1269,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You recite a hold harmless provision from your Thrune contract. Reduce your {@condition doomed} value to 0. Abrogail Thrune II is immediately made aware that you have used this ability." ] } - ], - "generic": false + ] }, { "name": "Vaccine", @@ -1386,10 +1293,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -1402,8 +1308,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The duration is 1 hour." @@ -1414,8 +1319,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "The duration is 24 hours." @@ -1426,8 +1330,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [ "The duration is 1 week." @@ -1447,17 +1350,14 @@ ], "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "usage": "worn eyepiece", "bulk": "L", "category": "Worn", "entries": [ - "These simple lenses are alchemically treated to detect the faint smoke trail from a piece of specially formulated sandalwood incense. This incense has an odor undetectable by most people and a long burn time, making it perfect for discreetly tracking individuals. A stick of this incense costs 1 sp and can safely burn for up to 8 hours. While wearing the lenses, you see alchemical fumes in a distinct green tint, granting you a +1 item bonus to {@skill Survival} checks to {@action Track} a creature marked with the incense and to {@skill Perception} checks to {@action Seek} any alchemical vapors. If the smoke is fresh, {@action Track||Tracking} via the incense's fumes might use a lower DC than normal for tracking a creature walking on firm surfaces.", - "\"Inoffensive scents work best for tracking, though what that means often varies.\" \u2014a." - ], - "generic": false + "These simple lenses are alchemically treated to detect the faint smoke trail from a piece of specially formulated sandalwood incense. This incense has an odor undetectable by most people and a long burn time, making it perfect for discreetly tracking individuals. A stick of this incense costs 1 sp and can safely burn for up to 8 hours. While wearing the lenses, you see alchemical fumes in a distinct green tint, granting you a +1 item bonus to {@skill Survival} checks to {@action Track} a creature marked with the incense and to {@skill Perception} checks to {@action Seek} any alchemical vapors. If the smoke is fresh, {@action Track||Tracking} via the incense's fumes might use a lower DC than normal for tracking a creature walking on firm surfaces." + ] } ] } diff --git a/data/items/items-lome.json b/data/items/items-lome.json index 493d77892d..f0990dddc7 100644 --- a/data/items/items-lome.json +++ b/data/items/items-lome.json @@ -14,8 +14,7 @@ "access": "Alijae ethnicity", "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "Worn", "bulk": "L", @@ -36,21 +35,19 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You ask the mask about the deeds of a particular ancestor, and the mask speaks for 10 minutes, recalling the tales it knows about that ancestor. The mask is limited by what information a particular ancestor shared with it." ] } ], - "craftReq": "Supply a casting of {@spell ancestral memories} or {@spell mindlink}. You must be an Alijae elf.", - "generic": false + "craftReq": "Supply a casting of {@spell ancestral memories} or {@spell mindlink}. You must be an Alijae elf." }, { "name": "Jahan Waystone", "source": "LOME", "page": 207, "type": "Item", + "category": "Artifact", "level": 21, "traits": [ "Rare", @@ -77,14 +74,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You place your hand on the stone and focus on the stone's light. The stone's glow envelopes all creatures in a 10-foot radius with its light and attempts to teleport the creatures to its paired stone. If there is no open space within 30 feet of the target waystone, the teleportation attempt fails. A creature can resist the teleportation with a successful DC 45 Will save." ] } - ], - "generic": false + ] }, { "name": "Oath Of The Devoted", diff --git a/data/items/items-lopsg.json b/data/items/items-lopsg.json index 98813482b1..5edd9e77ef 100644 --- a/data/items/items-lopsg.json +++ b/data/items/items-lopsg.json @@ -26,8 +26,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The ampoule deals 1 damage and 1 splash damage." @@ -43,8 +42,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "You gain a +1 item bonus to attack rolls. The bomb deals {@damage 1d4} damage and 2 splash damage." @@ -60,8 +58,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "You gain a +2 item bonus to attack rolls. The bomb deals {@damage 2d4} damage and 3 splash damage." @@ -77,8 +74,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "You gain a +3 item bonus to attack rolls. The bomb deals {@damage 3d4} damage and 4 splash damage." @@ -120,8 +116,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "entries": [] }, @@ -130,8 +125,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [ "A mariner's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship." @@ -153,8 +147,7 @@ ], "price": { "coin": "gp", - "amount": 101, - "note": null + "amount": 101 }, "usage": "held in 2 hands", "bulk": "L", @@ -162,8 +155,7 @@ "entries": [ "This small silver tin is filled with a herb-infused salve and a shroud of fine silk fabric.", "The salve smells of lavender and hyssop and is waxy to the touch. The shroud, made of spun silk, can a hold a Medium or smaller creature. If you apply the salve and shroud to a creature that died within the past 3 days, a process which normally takes 1 hour, it slows the decomposition process, allowing a creature to be brought back to life with raise dead up to 1 week after its death." - ], - "generic": false + ] }, { "name": "Bookthief Brew", @@ -178,16 +170,14 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 1 hand", "bulk": "L", "category": "Consumable", "entries": [ "This concoction mixes into a thick, paste-like substance when shaken. When exposed to air, the substance dries after one minute. If poured over a book, scroll, or other material featuring words written in ink, the brew will make an exact copy of the words it is in contact with while it dries, though it doesn't contain any {@trait magical} effect or other special properties of the original words. Once dried, you can remove the dried substance as an {@action Interact} action. A single vial of bookthief brew can coat two pages from a book, a single scroll, or a similar amount of area for other surfaces, producing a dried sheet as thick as a piece of paper. Unfortunately, the sheet's copy is flipped, requiring a mirror to properly read." - ], - "generic": false + ] }, { "name": "Boulderhead Bock", @@ -203,8 +193,7 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "held in 1 hand", "bulk": "L", @@ -213,16 +202,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ "No one is sure if Gorm brews this malty ale himself, but it seems to be an off-duty favorite of the Grand Archive faction leader. The brew packs a heavy punch, and while Gorm officially discourages drinking on the job, boulderhead bock does makes the drinker more self-assured and protects them from conditions that would addle their mental faculties. For 1 hour, you gain a +1 item bonus to saving throws against effects that would make you {@condition stunned} or {@condition stupefied}. However, you also become less aware of your surroundings, taking a \u20132 item penalty to {@skill Perception} for 1 hour." - ], - "generic": false + ] }, { "name": "Buoyancy Vest", @@ -233,11 +220,10 @@ "traits": [], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water." ] @@ -253,15 +239,13 @@ ], "price": { "coin": "gp", - "amount": 42, - "note": null + "amount": 42 }, - "bulk": "1", + "bulk": 1, "category": "no category found", "entries": [ "This kit includes a {@item writing set}, a compass, a {@item standard astrolabe|LOPSG}, a {@item ruler|LOPSG}, and a survey map." - ], - "generic": false + ] }, { "name": "Chronicler Wayfinder", @@ -277,11 +261,9 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific {@skill Lore} skill, chosen at the time of creation. In addition to the effects of a wayfinder (Core Rulebook 617), a chronicler wayfinder has the following activation.", @@ -295,15 +277,11 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a {@action Recall Knowledge} action with the chosen {@skill Lore} skill. For the {@skill Lore} check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned {@skill Lore} skill." ] } - ], - "generic": false + ] }, { "name": "Clockwork Dial", @@ -316,11 +294,10 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "hands": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This small timepiece allows you to accurately track time, useful for coordinating attacks, cooking, and all other sorts of activities, without the steadiness or care necessary to use an hourglass. As always, spell durations are too inexact to be reliably tracked, as they don't last precisely the duration listed. Protected within a brass or steel case, the clockwork mechanism of this device is turned using a small key. Most dials have a maximum duration of 1 hour, with each turn of the key adding 10 minutes to the timer, though some are crafted with longer or shorter durations and intervals. Setting the timer requires one free hand and an {@action Interact} action." ] @@ -336,12 +313,11 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "bulk": 1, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This portable winch consists of a length of cable or chain, two hooks, and a ratcheting drum with a handle. When used with two sections of rope or chain, it allows you to pull a heavy load along a flat surface." ] @@ -357,17 +333,14 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This simple brass ring is meant to be worn as an ornamentation piece to an outfit, oftentimes as a bangle on the wrist, as the ring closure of a scarf or sash, or as an ornamentation piece of a headdress. While decorative, this serves a cover for the bangle's function as a message bearer. Messages can be coded into the bangle, either through a series of raised dots and dashes or a pattern of notches of different depths and spacings. A bangle is large enough to hold a simple message consisting of a few words like \"Danger. Flee.\" or \"Meeting. Sunset. Fountain.\" Coding a message into a bangle requires 1 minute of time. All Pathfinders with access to communication bangles are taught how to code and read most basic messages, but anyone with a bangle can develop their own communication system.", "A creature inspecting a bangle can discover its true purpose by succeeding at a DC 20 {@skill Perception} check. Deciphering a message requires a creature to succeed at a {@skill Society} check against the coder's {@skill Deception} DC." - ], - "generic": false + ] }, { "name": "Cordelia's Construct Key", @@ -383,7 +356,6 @@ "Transmutation" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret {@action Recall Knowledge} checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is {@skill Arcana}, {@skill Crafting}, or an appropriate {@skill Lore} skill. On a success, you recognize the presence of the construct and gain the usual benefits of {@action Recall Knowledge}.", @@ -403,8 +375,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You turn the key in the air and create a magic glyph.", "The key casts 3rd-level {@spell summon construct}." @@ -427,8 +397,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom (Pathfinder Bestiary 20) but has no bristles {@action Strike} and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter." ] @@ -441,8 +409,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [] }, @@ -451,8 +418,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1750, - "note": null + "amount": 1750 }, "entries": [ "A greater key allows you to fully comprehend and thus partially bypass a construct's resistances. You ignore the first 5 resistance a construct has against your damaging effects, whether martial or magical. Additionally, the key's first activation casts a 5th-level {@spell summon construct}, and its second activation lasts 8 hours." @@ -473,8 +439,7 @@ ], "price": { "coin": "gp", - "amount": 140, - "note": null + "amount": 140 }, "usage": "etched on a slashing or piercing weapon", "category": "Rune", @@ -495,15 +460,13 @@ "unit": "minute", "freq": 1 }, - "trigger": null, "requirements": "On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids", "entries": [ "You learn the secrets the weapon gleaned from the creature's blood. Attempt to {@action Recall Knowledge} about the target of the required attack, gaining an item bonus to the {@action Recall Knowledge} skill check equal to the weapon's item bonus to attack rolls from its potency rune.", "If the required attack was a critical hit, you also gain a +2 circumstance bonus to this check." ] } - ], - "generic": false + ] }, { "name": "Depth Gauge", @@ -516,12 +479,11 @@ ], "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This simple tool consists of a small iron weight attached to a thin rope that is marked at regular intervals (typically every foot). It can be used to measure the depth of a hole or body of water by dropping the weight down into unknown depths and counting the markings on the rope. It can also be used as a plumb bob." ] @@ -539,16 +501,14 @@ ], "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "usage": "worn", "bulk": "\u2013", "category": "Worn", "entries": [ "The diviner's nose chain is worn by attaching piercings to the ear and nose, creating a connection between the senses of hearing and smell. The diviner's nose chain grants you {@ability scent} out to 30 feet as an imprecise sense, and a +1 item bonus to checks to {@action Seek} or {@action Sense Motive}." - ], - "generic": false + ] }, { "name": "Earplugs", @@ -558,10 +518,9 @@ "type": "Item", "price": { "coin": "cp", - "amount": 1, - "note": null + "amount": 1 }, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "Made of waxed cotton or cork, earplugs give you a +1 item bonus to saves against effects with the {@trait auditory} trait. The earplugs make it difficult to hear, however, imposing a \u20132 item penalty on {@skill Perception} checks involving sound. Inserting or removing the earplugs requires an {@action Interact} action." ] @@ -579,7 +538,6 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a {@item wayfinder}, these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Each has the trait associated with its element.", @@ -593,9 +551,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The wayfinder casts its associated spell." ] @@ -611,8 +566,7 @@ ], "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "The wayfinder can cast 4th-level {@spell lightning bolt}. Additionally, you can cast {@spell feather fall} as a primal innate spell once every 10 minutes." @@ -626,8 +580,7 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "entries": [ "The wayfinder can cast 4th-level {@spell stoneskin}. Additionally, you dig twice as quickly as normal." @@ -641,8 +594,7 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [ "The wayfinder can cast 4th-level {@spell fireball}. Additionally, you gain resistance 5 to fire." @@ -656,8 +608,7 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ "The wayfinder can cast 4th-level {@spell hydraulic torrent}.", @@ -681,8 +632,7 @@ ], "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "affixed to armor", "bulk": "\u2013", @@ -691,18 +641,17 @@ "number": 1, "unit": "action" }, - "components": "envision", - "requirements": "You're trained in {@skill Deception}.", - "frequency": null, - "trigger": null + "components": [ + "envision" + ], + "requirements": "You're trained in {@skill Deception}." }, "category": "Talisman", "entries": [ "In Woodsedge Lodge, this thin red ribbon, typically worn around the neck, symbolizes the reach of Galt's soul-trapping guillotines, the infamous final blades. Each of these talismans stores a specific disguise, chosen at the time of its creation. When activated, the talisman applies a disguise to its wearer, allowing them to {@action Impersonate} without taking the time to assemble a convincing disguise first. The components the disguise creates can appear to be worth up to 3 gp total.", "The instant nature of the disguise leaves a few traces of its haphazard nature, imposing a \u20132 circumstance penalty on checks to {@action Impersonate} using the disguise.", "Wearers with the Quick Disguise feat don't take this penalty. Any objects created as a part of the disguise disappear after 24 hours or after you remove them." - ], - "generic": false + ] }, { "name": "Everyneed Pack", @@ -717,7 +666,6 @@ "Magical" ], "usage": "worn on belt", - "bulk": "\u2014", "category": "Worn", "entries": [ "Constructed of green material and decorated with a white Glyph of the Open Road, a dozen or more small pockets line the inside of this pack. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of any kind of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack empties after 8 gp worth of items of your choice are removed, after which it becomes a mundane backpack.", @@ -736,8 +684,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less." ] @@ -750,8 +696,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "entries": [] }, @@ -760,8 +705,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "entries": [ "The pack's pocket contain mundane gear worth no more than 5 gp each. You can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack empties after 45 gp worth of items are removed." @@ -780,11 +724,10 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "These manacles are nearly indistinguishable from real manacles upon inspection, but contain a hidden release that enables a wearer who knows the location of the release to free themselves with a single {@action Interact} action. An observer who examines the manacles and succeeds at a DC 20 {@skill Perception} check notices their false nature. On a critical success, the observer finds the location of the hidden catch as well." ] @@ -800,11 +743,10 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an {@action Interact} action to open the satchel and a single action with the {@trait move} trait to enter or exit." ] @@ -823,11 +765,9 @@ ], "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder (Core Rulebook 617), a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation.", @@ -841,15 +781,11 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing." ] } - ], - "generic": false + ] }, { "name": "Ganjay Book", @@ -864,16 +800,14 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "bulk": "L or \u2014", "category": "no category found", "entries": [ "This item is a formula book, religious text, or spellbook that has been creased\u2014possibly by Princess Ganjay herself\u2014to fold up into an impossibly small shape. When folded up, the book can't be read or used, but its Bulk is reduced by 1 (a book that is 1 Bulk becomes light Bulk, and a book that is light Bulk becomes negligible in weight)", "Activate 1 minute ({@action Interact}) You fold or unfold the Ganjay book, manipulating the cunning creases." - ], - "generic": false + ] }, { "name": "Glass Cutter", @@ -886,12 +820,11 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This small rod has a tiny, sharp cutting wheel made of steel on one end and a thick bulb on the other. You can use the glass cutter's wheel to score ordinary glass and use the bulb to break the piece along your scoring. It typically takes 1 minute of work to cut a hole large enough to fit your hand. If you are attempting to break the glass quietly, you must attempt a {@skill Thievery} check against the {@skill Perception} DC of nearby creatures to go unnoticed." ] @@ -907,8 +840,7 @@ ], "price": { "coin": "sp", - "amount": 2, - "note": null + "amount": 2 }, "bulk": "L", "ammunition": [ @@ -931,8 +863,7 @@ ], "price": { "coin": "sp", - "amount": 2, - "note": null + "amount": 2 }, "bulk": "L", "ammunition": [ @@ -960,11 +891,9 @@ ], "price": { "coin": "gp", - "amount": 2750, - "note": null + "amount": 2750 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder (Core Rulebook 617), a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation.", @@ -983,14 +912,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This {@trait teleportation} effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." ] } - ], - "generic": false + ] }, { "name": "Hummingbird Wayfinder", @@ -1007,11 +933,9 @@ ], "price": { "coin": "gp", - "amount": 1750, - "note": null + "amount": 1750 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder (Core Rulebook 617), a hummingbird wayfinder has the following activation.", @@ -1030,14 +954,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye. In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder." ] } - ], - "generic": false + ] }, { "name": "Marked Playing Cards", @@ -1047,11 +968,10 @@ "type": "Item", "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A deck of marked playing cards appears to be an ordinary deck upon initial inspection but bears specific folds, colors, scratches, or other markings on each card that allow an informed user to know what's on the other side of a card. A deck of marked cards grants you a +1 item bonus to {@skill Games Lore} checks or other relevant checks to gamble with the cards. You can determine that an unattended deck of cards is marked with a successful DC 20 Perception check. Determining that a deck is marked during play is more difficult and is typically determined by a {@skill Perception} check against the dealer's {@skill Lore||Games Lore} or {@skill Thievery} DC." ] @@ -1074,10 +994,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -1090,8 +1009,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 11, - "note": null + "amount": 11 }, "entries": [ "The radius of the burst is 5 feet." @@ -1107,8 +1025,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "entries": [ "The radius of the burst is 10 feet." @@ -1124,8 +1041,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [ "The radius of the burst is 15 feet." @@ -1153,11 +1069,10 @@ "type": "Item", "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles." ] @@ -1173,8 +1088,7 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "worn", "bulk": "L", @@ -1182,8 +1096,7 @@ "entries": [ "This set of reflective metal wires takes 10 minutes to properly tie along the wrist's energy meridians, then repels attempts at mental manipulation. You gain a +2 item bonus to your next save against a {@trait mental} effect after tying on the bracelet. After this save, the metal strands tarnish and fall off (possibly alerting the wearer or others that their mind has been tampered with)", "You can remove the bracelet with an {@action Interact} action, but doing so breaks the bracelet's alignment and requires you to spend another 10 minutes to carefully tie it back on." - ], - "generic": false + ] }, { "name": "Quickpatch Glue", @@ -1198,8 +1111,7 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "held in 1 hand", "bulk": "L", @@ -1208,8 +1120,7 @@ "Quickpatch glue is a fast-setting adhesive designed for rapid but temporary repairs.", "When applied to a {@condition broken} item, the glue adheres the item's pieces back together.", "This does not restore the item's hit points, but it allows the item to be used for its normal function and removes the {@condition broken} condition. The glue is fragile and degrades over time. An item repaired by quickpatch glue regains the {@condition broken} condition after it takes damage or 1 hour passes (whichever comes first). In order to apply a new vial of quickpatch glue to or repair the item, the item's holder must first remove the glue residue, a process that requires 10 minutes of effort and a set of alchemist's tools." - ], - "generic": false + ] }, { "name": "Quill Of Passage", @@ -1224,11 +1135,9 @@ ], "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "usage": "held in one hand", - "bulk": "\u2014", "category": "Held", "entries": [ "This black-feathered quill has a glowing nib with a small amount of glowing ink inside it.", @@ -1247,14 +1156,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Placing the tip of the quill against a wall of wood, plaster, or stone and speaking a command word causes the ink to flow from the nib onto the wall in the shape of a glowing doorway, casting passwall on the touched surface." ] } - ], - "generic": false + ] }, { "name": "Razmiri Wayfinder", @@ -1270,8 +1176,7 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "usage": "worn", "bulk": "\u2013", @@ -1292,8 +1197,6 @@ "unit": "day", "freq": 3 }, - "trigger": null, - "requirements": null, "entries": [ "You touch an adjacent creature, granting them {@dice 3d8} temporary Hit Points for 1 hour." ] @@ -1312,14 +1215,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends." ] } - ], - "generic": false + ] }, { "name": "Replacement Filter", @@ -1330,7 +1230,7 @@ "traits": [ "Uncommon" ], - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "{@note See {@item Water Purifier} for information.}" ], @@ -1385,12 +1285,11 @@ ], "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "bulk": 1, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "By using a rubbing set, you can quickly make a copy of carvings or etchings you find during your explorations, making them easier to accurately reproduce. This kit consists of a roll of thin onion-skin paper in a waterproof leather case, several thick wax crayons, and a bar of sealing wax that can be melted and used to temporarily hold the paper in place while you take the rubbing. Using the kit consumes the materials and provides a +1 item bonus on checks to document or reproduce artwork or writing that has been carved, etched, or otherwise physically added to a surface." ] @@ -1405,22 +1304,14 @@ "traits": [], "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "held in 1 hand", "bulk": "\u2014", - "shieldStats": null, - "activate": null, - "onset": null, - "ammunition": null, "category": "Held", - "appliesTo": null, "entries": [ "A ruler is a straight-edged object used for measuring small distances accurately and drawing straight lines." ], - "craftReq": null, - "generic": false, "variants": null }, { @@ -1448,8 +1339,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "entries": [] }, @@ -1458,8 +1348,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [] }, @@ -1468,8 +1357,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1250, - "note": null + "amount": 1250 }, "entries": [] }, @@ -1478,8 +1366,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 3750, - "note": null + "amount": 3750 }, "entries": [] } @@ -1496,10 +1383,9 @@ ], "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This carefully balanced metal bracket can be attached to the front or top of a shield or {@item tower shield} (but not a {@item buckler}), allowing you to carry a {@item torch} without giving up your shield or holding it in your other hand. While carrying a {@item torch} in this way, you must attempt a DC {@flatDC 11} flat check every time you use the {@action Shield Block} reaction; on a failure, the {@item torch} is extinguished." ] @@ -1512,11 +1398,10 @@ "type": "Item", "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "bulk": 1, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "These specialized pieces of footwear are designed to distribute the wearer's weight over a larger area to prevent them from sinking while walking on snow. They are typically made with a wood frame and rawhide lacings that are tied over the wearer's other footwear. While wearing snowshoes, you ignore the effects of non-magical difficult terrain caused by snow (reducing greater difficult terrain from snow to ordinary difficult terrain). You take a \u201310-foot item penalty to your Speed if wearing snowshoes while walking on any surface other than snow." ] @@ -1534,16 +1419,14 @@ ], "price": { "coin": "gp", - "amount": 550, - "note": null + "amount": 550 }, "usage": "worn", "bulk": "\u2013", "category": "Worn", "entries": [ "These magically enhanced snowshoes are practically a necessity when traversing the gelid tundra and snow-drenched taiga of the Saga Lands. The snowshoes of the long trek allow their wearer to walk across ice and snow with the same surety as dry earth, ignoring the uneven ground and {@quickref difficult terrain||3|terrain} caused by ice and the {@quickref difficult terrain||3|terrain} caused by snow (reducing {@quickref greater difficult terrain||3|terrain} from ice or snow to ordinary {@quickref difficult terrain||3|terrain}). In addition, a character wearing snowshoes of the long trek gains a +5-foot status bonus to their Speed while moving across snow or ice and is never at risk of breaking through naturally-occurring loose or soft snow." - ], - "generic": false + ] }, { "name": "Spectacles Of Understanding", @@ -1558,7 +1441,6 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to {@action Decipher Writing}.", @@ -1576,8 +1458,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level {@spell comprehend language} for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear." ] @@ -1590,8 +1470,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 130, - "note": null + "amount": 130 }, "entries": [] }, @@ -1600,8 +1479,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "entries": [ "The item bonus is +2, and the ability to comprehend writing from comprehend language lasts until you fold up the spectacles or the item is no longer invested by you, whichever comes first, rather than lasting 1 hour." @@ -1620,16 +1498,14 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "worn", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "This heavy backpack of alchemically treated cloth layered over a metal mesh protects its contents from water damage and other harmful effects. It holds up to 4 Bulk of items, and the first 2 Bulk contained within the sturdy satchel do not count against your Bulk limits. The bag has Hardness 5 and 20 Hit Points. As long as the bag remains closed and is not {@condition broken}, water and other liquids can't seep into it." - ], - "generic": false + ] }, { "name": "Talisman Cord", @@ -1644,7 +1520,6 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans.", @@ -1657,8 +1532,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 85, - "note": null + "amount": 85 }, "entries": [] }, @@ -1667,8 +1541,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 850, - "note": null + "amount": 850 }, "entries": [ "This cord is attuned to two schools of magic, and since it's higher level, it can hold higher-level talismans." @@ -1679,8 +1552,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 8500, - "note": null + "amount": 8500 }, "entries": [ "The cord is attuned to three schools of magic, and since it's higher level, it can hold higher-level talismans." @@ -1706,10 +1578,9 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -1732,8 +1603,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 8, - "note": null + "amount": 8 }, "entries": [ "You gain a +1 item bonus and the save DC is 17." @@ -1750,8 +1620,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "entries": [ "You gain a +2 item bonus and the save DC is 24." @@ -1767,8 +1636,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 315, - "note": null + "amount": 315 }, "entries": [ "You gain a +3 item bonus and the save DC is 29." @@ -1784,8 +1652,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 1350, - "note": null + "amount": 1350 }, "entries": [ "You gain a +4 item bonus and the save DC is 35." @@ -1816,12 +1683,11 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "bulk": "L", "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the {@item replacement filter (level 1)|lopsg|level 1 filter}, +9 for the {@item replacement filter (level 5)|lopsg|level 5 filter}, and +17 for the {@item replacement filter (level 10)|lopsg|level 10 filter}. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes." ] @@ -1837,15 +1703,13 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, - "bulk": "1", + "bulk": 1, "category": "no category found", "entries": [ "This leather-bound tome is specially treated to protect from water damage and comes with a key and a treated slipcase that bears a simple lock to keep the tome secure. This journal is commonly used by adventuring scholars and ship navigators for recording their journeys." - ], - "generic": false + ] }, { "name": "Wax Key Blank", @@ -1858,11 +1722,10 @@ ], "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "hands": 2, - "category": "Gear", + "category": "Adventuring Gear", "entries": [ "This small wooden or metal box is slightly larger than a typical large key and folds open along a hinge, revealing two halves filled with wax. When a key is placed within and the box closed, the wax is displaced by the key, leaving an accurate impression of its shape. Once the key is removed, the impression left behind will remain indefinitely and can later be used to cast a duplicate key. Inserting, impressing, or removing a key each requires an {@action Interact} action. The wax inside this blank can be reused, though it must be smoothed over between uses, erasing any previous impression." ] @@ -1878,16 +1741,13 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "A typical Pathfinder writ of authenticity confirms the holder's status as a member of the Pathfinder Society and their intended business. Most writs are pieces of fine parchment folded, bound with gold cord, and sealed with three wax seals. The top seal is always the Glyph of the Open Road and the middle one is the Envoy's Alliance open door emblem. The bottom seal uses the preparer's personal sigil. Inside, the text describes a specific instance of a legitimate business activity, with blanks for the Pathfinder to fill in and personalize the writ to the persons and activity desired. Presenting a writ of authenticity grants a +2 item bonus to Make a {@action Request} for the associated business, assuming the writ is legitimate and the viewer expects to work with the Pathfinder Society for that activity." - ], - "generic": false + ] } ] } diff --git a/data/items/items-lotgb.json b/data/items/items-lotgb.json index 825f684b92..6db9e38202 100644 --- a/data/items/items-lotgb.json +++ b/data/items/items-lotgb.json @@ -118,8 +118,7 @@ "type": "abysium chunk", "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "bulk": "L", "entries": [] @@ -128,10 +127,9 @@ "type": "abysium ingot", "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -214,8 +212,7 @@ ], "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "usage": "held in 2 hands", "bulk": "L", @@ -224,17 +221,15 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "This faintly glowing powder rapidly induces the symptoms of abysium poisoning.", { "type": "affliction", - "name": null, "traits": [], "DC": 27, "savingThrow": "Fortitude", @@ -259,9 +254,7 @@ ] } ], - "craftReq": "abysium worth at least 75 gp.", - "generic": false, - "consumable": true + "craftReq": "abysium worth at least 75 gp." }, { "name": "Abysium Shield", @@ -286,8 +279,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, "bulk": "L", "craftReq": "abysium worth at least 50 gp The shield has Hardness 4, HP 16, and BT 8.", @@ -298,10 +290,9 @@ "level": 8, "price": { "coin": "gp", - "amount": 440, - "note": null + "amount": 440 }, - "bulk": "1", + "bulk": 1, "craftReq": "abysium worth at least 55 gp The shield has Hardness 6, HP 24, and BT 12.", "entries": [] }, @@ -311,8 +302,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, "bulk": "L", "craftReq": "abysium worth at least 4,000 gp The shield has Hardness 7, HP 28, and BT 14.", @@ -323,10 +313,9 @@ "level": 16, "price": { "coin": "gp", - "amount": 8800, - "note": null + "amount": 8800 }, - "bulk": "1", + "bulk": 1, "craftReq": "abysium worth at least 4,400 gp The shield has Hardness 10, HP 40, and BT 20.", "entries": [] } @@ -383,8 +372,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, "usage": "held in 1 hand", "bulk": "L (1 if inflated)", @@ -392,7 +380,6 @@ "entries": [ "This weighted animal bladder can be inflated with air in preparation for a dive. It holds enough air to breathe for one round. As a free action, you can inhale the contents of the air bladder, which resets the number of rounds you can hold your breath (see the rules for drowning and suffocating on page 478 of the Core Rulebook). You can inflate the bladder or remove its attached weight as an {@action Interact} action. An unattached inflated bladder without the weight will float toward the surface of the water at a rate of 60 feet per round." ], - "generic": false, "consumable": false }, { @@ -407,7 +394,6 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "This thin, multicolored scarf shifts between hues in almost dizzying patterns.", @@ -430,8 +416,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You {@action Stride}. All creatures within 10 feet of you when you started the {@action Stride} must attempt a DC 24 Will save. On a failure, a creature becomes {@condition fascinated} and must spend at least one of its actions on its next turn to move toward you. A {@condition fascinated} creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting {@condition hostile} to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting {@condition hostile} to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute." ] @@ -444,8 +428,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 415, - "note": null + "amount": 415 }, "entries": [] }, @@ -454,8 +437,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1650, - "note": null + "amount": 1650 }, "entries": [ "The DC is 29. You attempt to fascinate all creatures within 20 feet." @@ -466,8 +448,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, "entries": [ "The DC is 35. You attempt to fascinate all creatures within 30 feet." @@ -489,8 +470,7 @@ ], "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "usage": "held in 1 hand", "bulk": "4", @@ -510,14 +490,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "{@deity Ketephys|LOGM}'s wrath descends upon your foes. The shield casts good divine wrath with a DC of 27." ] } ], - "generic": false, "consumable": false }, { @@ -532,15 +509,13 @@ ], "price": { "coin": "gp", - "amount": 575, - "note": null + "amount": 575 }, "category": "Assistive Item", "subCategory": "Wheelchair Upgrade", "entries": [ "This magical upgrade allows the wheelchair to shift its functionality between land and aquatic environments without a hitch, propelling through the water or on land with equal ease. Your chair has a base land Speed of 20 feet if that's faster than your land Speed (for example, if you are an aquatic creature with no land Speed or a very slow land Speed), and your chair has a base swim Speed of 20 feet if that's faster than any swim Speed you have. Additionally, while riding in the chair, you can magically breathe underwater if you normally breathe air, or breathe air if you can normally only breathe underwater." ], - "generic": false, "consumable": false }, { @@ -569,8 +544,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [] }, @@ -579,8 +553,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 22000, - "note": null + "amount": 22000 }, "entries": [ "When you critically hit a target with a weapon with the anchoring rune, the weapon casts 8th-level {@spell dimensional anchor} on the target (DC 38, counteract modifier +28), except that if the target critically succeeds at its Will save, instead of having no effect, the dimensional anchor lasts for 1 round.", @@ -605,7 +578,6 @@ "Tattoo" ], "usage": "tattoo", - "bulk": "\u2014", "category": "Tattoo", "entries": [ "This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold (Core Rulebook 518).", @@ -622,8 +594,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals {@damage 7d6} cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save." ] @@ -636,8 +606,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [] }, @@ -646,8 +615,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, "entries": [ "The damage of your polar wind increases to {@dice 12d6}, the range increases to 60 feet, and you can choose to increase the radius to 15 or 20 feet. While exposed to incredible cold, you only take minor cold damage every hour, instead of moderate cold damage every minute. You ignore the uneven ground and {@quickref difficult terrain||3|terrain} caused by ice and the {@quickref difficult terrain||3|terrain} caused by snow (reducing {@quickref greater difficult terrain||3|terrain} from ice or snow to normal {@quickref difficult terrain||3|terrain})." @@ -671,15 +639,12 @@ ], "price": { "coin": "gp", - "amount": 3750, - "note": null + "amount": 3750 }, "category": "Snare", "entries": [ "When a creature enters the snare's square, the snare releases countless stones to batter the creature, dealing {@damage 22d8} bludgeoning damage (DC 40 basic Reflex)." - ], - "generic": false, - "consumable": true + ] }, { "name": "Ball", @@ -693,7 +658,6 @@ "entries": [ "Toy balls come in a variety of shapes, sizes, and compositions, such as with squishy fabric, bouncy rubber, or lightweight wicker, or forms like bean-filled sacks and hard-hide balls." ], - "generic": false, "consumable": false }, { @@ -703,13 +667,11 @@ "type": "Item", "level": 0, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "Similar to a spool of string, a bandalore consists of two wooden disks connected to a central axle wound with string.", "By holding the end of the string and releasing the bandalore, a skilled user can move the bandalore up and down, performing a variety of tricks." ], - "generic": false, "consumable": false }, { @@ -720,8 +682,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "held in 1 hand", "bulk": "L", @@ -730,7 +691,6 @@ "entries": [ "A basic cane is a straight cane with a curved handle, shaped like the tip of a hook. Its simple design helps with balance and only slightly assists with taking weight off the affected opposite leg. The cane is typically 2 to 3 feet long but can be lengthened or shortened as needed." ], - "generic": false, "consumable": false }, { @@ -741,17 +701,14 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "worn", - "bulk": "\u2014", "category": "Assistive Item", "subCategory": "Vision", "entries": [ "A set of corrective lenses might take the form of eyeglasses or specialized goggles. You can don or remove your corrective lenses as an {@action Interact} action." ], - "generic": false, "consumable": false }, { @@ -762,8 +719,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "held in 1 hand", "bulk": "L", @@ -772,7 +728,6 @@ "entries": [ "Crutches come as singles or a pair depending on how much support you need while walking. A crutch fits under your armpit, and you use your hand and the swing of your arm to move with them." ], - "generic": false, "consumable": false }, { @@ -783,17 +738,14 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "worn", - "bulk": "\u2014", "category": "Assistive Item", "subCategory": "Hearing", "entries": [ "A basic hearing aid rests on the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those that are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an {@action Interact} action." ], - "generic": false, "consumable": false }, { @@ -804,18 +756,15 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "worn", - "bulk": "\u2014", "category": "Assistive Item", "subCategory": "Prosthesis", "entries": [ "A basic prosthesis replaces a missing or damaged body part.", "Typical prostheses include artificial feet, eyes, hands, and limbs, though a basic prosthesis can be designed as a replacement for any body part. A prosthesis has a number of belts or cuffs that keep it attached to your body. You can attach or remove a prosthesis as an {@action Interact} action." ], - "generic": false, "consumable": false }, { @@ -836,10 +785,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "sling bullet" @@ -855,8 +803,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -865,8 +812,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "The bullet deals {@damage 8d6} additional bludgeoning damage, or {@damage 4d6} on a failure." @@ -894,8 +840,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 1150, - "note": null + "amount": 1150 }, "entries": [ "The bullet deals {@damage 12d6} additional bludgeoning damage, or {@damage 6d6} on a failure." @@ -918,8 +863,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Bitter", @@ -935,8 +879,7 @@ ], "price": { "coin": "gp", - "amount": 135, - "note": null + "amount": 135 }, "usage": "etched onto armor", "category": "Rune", @@ -946,7 +889,6 @@ "entries": [ "While you wear this acrid armor, any creature that Engulfs you or Swallows you Whole is {@condition sickened|CRB|sickened 1}; if it spends an action retching to reduce the {@condition sickened} condition, you can attempt to {@action Escape} as a reaction." ], - "generic": false, "consumable": false }, { @@ -961,8 +903,9 @@ "Magical" ], "usage": "worn", - "bulk": "1", - "category": "Worn", + "bulk": 1, + "category": "Assistive Item", + "subCategory": "Prosthesis", "entries": [ "These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on the ball and heel, empowering you to leap to great heights and blast foes with your feet.", { @@ -979,8 +922,6 @@ "interval": 10, "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You blast off from the ground, using the force to leap through the air. The blast feet cast {@spell jump} on you." ] @@ -999,8 +940,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You blast from your feet, dealing {@damage 4d6} force damage to all creatures in a 15-foot cone, with a basic Reflex save." ] @@ -1013,8 +952,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [] }, @@ -1023,8 +961,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [ "You can use the first activation once per minute, and the second activation unleashes a 30-foot cone that deals {@dice 8d6} damage." @@ -1046,18 +983,16 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "bolt" @@ -1074,9 +1009,7 @@ "Critical Failure": "The target is {@condition blinded} until the end of your next turn and {@condition dazzled} for 1 minute." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Blocks", @@ -1086,8 +1019,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, "usage": "held in 2 hands", "bulk": "L", @@ -1096,7 +1028,6 @@ "These wooden blocks can be stacked to build flimsy structures.", "A standard set comes in a small sack with 12 blocks." ], - "generic": false, "consumable": false }, { @@ -1112,8 +1043,7 @@ ], "price": { "coin": "gp", - "amount": 8500, - "note": null + "amount": 8500 }, "usage": "etched onto a slashing or piercing", "category": "Rune", @@ -1128,16 +1058,13 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You reduce a creature to 0", - "requirements": null, "entries": [ "You gain a number of temporary Hit Points equal to twice the creature's level.", "These Hit Points remain for 1 minute." ] } ], - "generic": false, "consumable": false }, { @@ -1158,10 +1085,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -1176,8 +1102,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 120, - "note": null + "amount": 120 }, "entries": [] }, @@ -1186,8 +1111,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 625, - "note": null + "amount": 625 }, "entries": [ "The item bonus increases to +3." @@ -1201,8 +1125,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Brilliant Rapier", @@ -1218,8 +1141,7 @@ ], "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "usage": "held in 1 hand", "bulk": "L", @@ -1227,7 +1149,6 @@ "entries": [ "This +2 brilliant (Pathfinder Secrets of Magic 180) greater striking rapier is formed entirely out of radiant energy, even more so than a usual brilliant weapon, and has left its physical form behind entirely. Instead of dealing piercing damage, it deals fire damage, and in addition to a rapier's normal weapon traits, it gains the versatile {@trait good} or {@trait positive} trait." ], - "generic": false, "consumable": false }, { @@ -1243,7 +1164,6 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to {@action Recall Knowledge} with {@skill Lore} skills.", @@ -1260,8 +1180,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You think hard on a topic and receive a sudden inspiration. You attempt to {@action Recall Knowledge} using {@skill Lore}.", "On this check, you roll twice and take the higher result." @@ -1275,8 +1193,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 425, - "note": null + "amount": 425 }, "entries": [] }, @@ -1285,8 +1202,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "entries": [ "The item bonus is +2, and the frequency for the activation is once per hour." @@ -1297,8 +1213,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 12500, - "note": null + "amount": 12500 }, "entries": [ "The item bonus is +3 and applies to all checks to {@action Recall Knowledge} with any skill. The activation has a frequency of once per 10 minutes, takes only a single action to activate, and you can attempt to {@action Recall Knowledge} with any skill." @@ -1323,8 +1238,7 @@ ], "price": { "coin": "gp", - "amount": 170, - "note": null + "amount": 170 }, "category": "Snare", "entries": [ @@ -1338,9 +1252,7 @@ "Critical Failure": "As failure, but the creature is {@condition sickened|CRB|sickened 2}." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Burnished Plating", @@ -1354,8 +1266,7 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "applied to metal armor", "bulk": "L", @@ -1380,7 +1291,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -1396,8 +1306,7 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "applied to any item of light or negligible Bulk", "category": "Rune", @@ -1416,14 +1325,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The item teleports to a free hand." ] } ], - "generic": false, "consumable": false }, { @@ -1434,15 +1340,13 @@ "level": 0, "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "category": "Assistive Item", "subCategory": "Wheelchair Upgrade", "entries": [ "The chair has an efficient allocated space to hold additional items. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time." ], - "generic": false, "consumable": false }, { @@ -1460,15 +1364,12 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "category": "Snare", "entries": [ "An almost-impossible number of axes spring out at a target with lethal force. When a creature enters the snare's square, it's nearly buried beneath a storm of sharpened metal, which deals {@damage 16d8} slashing damage (DC 33 basic Reflex)." - ], - "generic": false, - "consumable": true + ] }, { "name": "Clay", @@ -1477,12 +1378,10 @@ "type": "Item", "level": 0, "usage": "held in 2 hands", - "bulk": "\u2014", "category": "Held", "entries": [ "This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay." ], - "generic": false, "consumable": false }, { @@ -1497,8 +1396,7 @@ ], "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "usage": "worn shoes", "bulk": "L", @@ -1506,7 +1404,6 @@ "entries": [ "This clockwork footwear features a marvelous mechanical heel built into the base to increase your speed. When you lean your weight onto your heel, a springboard triggers and pops out small metal wheels that propel you forward. You gain a +5-foot item bonus to your Speed." ], - "generic": false, "consumable": false }, { @@ -1521,17 +1418,15 @@ ], "price": { "coin": "gp", - "amount": 550, - "note": null + "amount": 550 }, "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This finely-made wooden club has a beautiful, lacquered finish that gleams in the sunlight. A heavy ring of gears lined with sharpened pieces of obsidian automatically and constantly spin around the bulk of the wooden club lengthwise. Striking a foe digs the obsidian gears into the enemy's flesh and tears it with its blades. The ever-turning gears also help to dislodge an enemy's defensive position against the weapon.", "The clockwork macuahuitl deals {@damage 1d10} slashing damage and has the backswing, forceful, and versatile B traits. The clockwork macuahuitl is a two-handed advanced weapon in the club weapon group." ], - "generic": false, "consumable": false }, { @@ -1548,27 +1443,23 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "While arachnophobes don't need to fear this contraption's spiderlike appearance, they should probably worry if it starts ticking. When you activate the spider bomb, you place it on the ground and the clockwork spider crawls 5 feet in a straight line, continuing to advance 5 feet in the same straight line at the end of each of your turns for the next 4 rounds (traveling a total of 25 feet). If it takes any damage during this time, its bulbous abdomen detonates in a raging flame, dealing {@damage 5d6} fire damage to all creatures in a 5-foot burst (DC 24 basic Reflex save). You can also activate it a second time with a single-action command word activation, causing it to explode. The spider bomb has an AC of 10, 5 Hit Points, and +0 to all saving throws. After it detonates, the spider bomb is completely destroyed, regardless of the effects of its detonation. If it survives to the end of the 4-round duration without being detonated, the spider harmlessly loses its explosive charge and falls apart." - ], - "generic": false, - "consumable": true + ] }, { "name": "Coin Of Comfort", @@ -1583,11 +1474,9 @@ ], "price": { "coin": "gp", - "amount": 45, - "note": null + "amount": 45 }, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "This thick silver coin is deeply worn on one side, creating a shallow dip.", @@ -1604,14 +1493,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You rub your thumb along the grooved side and become filled with a sense of comfort and safety. You reduce your {@condition frightened} condition by 1." ] } ], - "generic": false, "consumable": false }, { @@ -1633,10 +1519,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -1649,8 +1534,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "entries": [ "Ice created by the pellets lasts for 1 hour or until {@condition broken}." @@ -1669,8 +1553,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 1300, - "note": null + "amount": 1300 }, "entries": [ "The area increases to a 20-foot square, the save DC increases to 34, the cold damage increases to {@dice 4d6} and the {@action Escape} DC increases to 31. Ice created by the pellets lasts for 3 hours or until {@condition broken}. The block of ice is strong enough to support one {@trait Huge} creature, up to 2 {@trait Large} creatures, or up to 8 {@trait Medium} or {@trait Small} creatures." @@ -1715,8 +1598,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Crown Of Insight", @@ -1733,16 +1615,13 @@ ], "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "usage": "tattoo", - "bulk": "\u2014", "category": "Tattoo", "entries": [ "A series of evenly spaced, unblinking tattooed eyes line your skin. When you enter an area that contains creatures within 60 feet that are {@condition unnoticed} to you, the GM rolls a secret {@skill Perception} check for you against the creatures' {@skill Stealth} DCs. On a success, the creature becomes {@condition undetected} by you, rather than {@condition unnoticed}, and on a critical success, the creature becomes {@condition hidden} to you. All creatures in the area are then temporarily immune to your crown of insight for 24 hours. The crown of insight doesn't help you find {@condition hidden} items or traps, nor can it help you discern a creature hiding in plain sight, such as a gargoyle pretending to be an inanimate statue. Additionally, since the effect occurs when you move to enter an area that contains creatures, it doesn't detect an {@condition unnoticed} creature Sneaking up on you." ], - "generic": false, "consumable": false }, { @@ -1776,7 +1655,6 @@ "freq": 1 }, "trigger": "You take fire damage", - "requirements": null, "entries": [ "You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less." ] @@ -1789,8 +1667,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -1799,8 +1676,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [ "The constant fire resistance is 10. When activated, the fire resistance and maximum number of Hit Points regained are each 25." @@ -1811,8 +1687,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "entries": [ "The constant fire resistance is 15. When activated, the fire resistance and maximum number of Hit Points regained are each 35." @@ -1847,8 +1722,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [] }, @@ -1857,8 +1731,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "Your critical hits leave the target {@condition clumsy|CRB|clumsy 2} and {@condition enfeebled|CRB|enfeebled 2} until the end of your next turn." @@ -1880,8 +1753,7 @@ ], "price": { "coin": "gp", - "amount": 14500, - "note": null + "amount": 14500 }, "usage": "held in one hand", "bulk": "4", @@ -1889,7 +1761,6 @@ "entries": [ "This tower shield (Hardness 14, HP 56, BT 28) is composed of interlocking hexagonal wooden tiles lined with metal. The tiles are painted a verdant green, and each is marked with a faded rune that protects against curses. While you have this shield raised, you gain a +1 circumstance bonus to saving throws against spells that Catfish Salvage Wares." ], - "generic": false, "consumable": false }, { @@ -1908,8 +1779,7 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "category": "Snare", "entries": [ @@ -1923,9 +1793,7 @@ "Critical Failure": "As failure, but the creature drops any metallic items it's holding." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Deathless", @@ -1941,8 +1809,7 @@ ], "price": { "coin": "gp", - "amount": 330, - "note": null + "amount": 330 }, "usage": "etched onto armor", "category": "Rune", @@ -1965,13 +1832,11 @@ "freq": 1 }, "trigger": "You gain the {@condition doomed} or {@condition wounded} condition", - "requirements": null, "entries": [ "You reduce the value of the triggering condition by 1." ] } ], - "generic": false, "consumable": false }, { @@ -1987,7 +1852,7 @@ "Transmutation" ], "usage": "worn", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a {@quickref forced movement||3|forced movement}, roll a DC {@flatDC 17} flat check. On a success, the {@quickref forced movement||3|forced movement} fails to affect you.", @@ -2006,8 +1871,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's.", "You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from {@dice 1d4} to {@dice 1d6}. Once during the duration, you can use the Trample 3-action activity (Bestiary 344) to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can {@action Dismiss} the activation." @@ -2021,8 +1884,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 950, - "note": null + "amount": 950 }, "entries": [] }, @@ -2031,8 +1893,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 9500, - "note": null + "amount": 9500 }, "entries": [ "The activation makes you grow to size {@trait Huge}, if you choose, with the effects of 4th-level {@spell enlarge}. Either way, the damage die of your foot unarmed attack increases from {@dice 1d4} to {@dice 1d8}, and you can use Trample as many times as you want during the activation." @@ -2049,17 +1910,15 @@ "level": 3, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "worn clothing", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "Diving suits are bulky, waterproofed leather outfits with copper helmets, worn by divers and underwater salvagers.", "The suit grants a +1 item bonus to {@action Swim} checks made underwater, and the helmet features tubes for connecting bottled air (Core Rulebook 572). When connected to a diving suit, bottled air doesn't need to be held and can be used to breathe as a free action. If you wear armor over a diving suit, you become {@condition clumsy|CRB|clumsy 1} until you remove the diving suit." ], - "generic": false, "consumable": false }, { @@ -2181,8 +2040,7 @@ "type": "djezet mass", "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "bulk": "L", "entries": [] @@ -2191,10 +2049,9 @@ "type": "djezet alloy ingot", "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -2275,8 +2132,7 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "usage": "held in 1 hand", "bulk": "L", @@ -2285,18 +2141,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "Some mages carry vials of djezet for its magic-enhancing properties. When you drink a djezet dose, if your next action is to {@action Cast a Spell}, you can apply the effects of the Reach Spell (Core Rulebook 122) or Widen Spell (Core Rulebook 134) metamagic feats." ], - "craftReq": "At least 300 gp of djezet.", - "generic": false, - "consumable": true + "craftReq": "At least 300 gp of djezet." }, { "name": "Djezet Shield", @@ -2322,8 +2175,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "bulk": "L", "craftReq": "djezet worth at least 75 gp The shield has Hardness 3, HP 12, and BT 6.", @@ -2334,10 +2186,9 @@ "level": 9, "price": { "coin": "gp", - "amount": 660, - "note": null + "amount": 660 }, - "bulk": "1", + "bulk": 1, "craftReq": "djezet worth at least 82.5 gp The shield has Hardness 5, HP 20, and BT 10.", "entries": [] }, @@ -2347,8 +2198,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, "bulk": "L", "craftReq": "djezet worth at least 4,000 gp The shield has Hardness 6, HP 24, and BT 12.", @@ -2359,10 +2209,9 @@ "level": 16, "price": { "coin": "gp", - "amount": 8800, - "note": null + "amount": 8800 }, - "bulk": "1", + "bulk": 1, "craftReq": "djezet worth at least 4,400 gp The shield has Hardness 8, HP 32, and BT 16.", "entries": [] } @@ -2402,8 +2251,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 22000, - "note": null + "amount": 22000 }, "craftReq": "at least 11,000 gp of djezet + 1,100 gp per Bulk.", "entries": [] @@ -2430,8 +2278,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, "entries": [ "This price is for an average doll of any type." @@ -2442,8 +2289,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "entries": [ "These dolls contain a {@condition hidden} compartment or pouch capable of holding a single object of up to light Bulk\u2014typically a bell, rattle, or dried flowers." @@ -2454,8 +2300,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "Hiding an object inside this beautifully crafted surprise doll grants you a +1 item bonus on {@skill Stealth} checks made to Conceal an Item, as the compartment is particularly well-{@condition hidden} and weighted to ensure the doll doesn't feel off-balance with an item inside." @@ -2482,10 +2327,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -2498,8 +2342,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [ "The pudding has a +6 counteract modifier." @@ -2519,8 +2362,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "entries": [ "The pudding has a +9 counteract modifier. You also become {@condition quickened} for 1 round. While taking the additional action from being {@condition quickened}, you scream, as a result of both the flavor and the mandrake paste's properties. You can use the additional action to {@action Step}, {@action Stride}, {@action Strike}, or {@action Demoralize}. If you choose to {@action Demoralize}, you gain a +2 item bonus to the {@skill Intimidation} check." @@ -2548,8 +2390,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 425, - "note": null + "amount": 425 }, "entries": [ "The pudding has a +20 counteract modifier. You become {@condition quickened} as per the 5th-level version, except you gain a +3 item bonus to the {@skill Intimidation} check." @@ -2577,8 +2418,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 5500, - "note": null + "amount": 5500 }, "entries": [ "The pudding has a +31 counteract modifier. You become {@condition quickened} as per the 5th-level version, except the effect lasts for 2 rounds and you gain a +4 item bonus to the {@skill Intimidation} check." @@ -2601,8 +2441,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Dragon's Breath", @@ -2628,8 +2467,6 @@ "components": [ "envision (metamagic)" ], - "frequency": null, - "trigger": null, "requirements": "You're receiving a bonus to AC from your dragon's breath cape or shield", "entries": [ "If your next action is to {@action Cast a Spell} with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat (Core Rulebook 210). The rune can only affect spells of a specific level or lower, determined by the type of rune." @@ -2643,8 +2480,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "entries": [] }, @@ -2653,8 +2489,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [] }, @@ -2663,8 +2498,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -2673,8 +2507,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [] }, @@ -2683,8 +2516,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [] }, @@ -2693,8 +2525,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "entries": [] }, @@ -2703,8 +2534,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "entries": [] }, @@ -2713,8 +2543,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [] }, @@ -2723,8 +2552,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "entries": [] } @@ -2743,11 +2571,9 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "applied to a shield", - "bulk": "\u2014", "category": "Modification", "subCategory": "Shield", "appliesTo": [ @@ -2758,7 +2584,6 @@ "You can use an {@action Interact} action to wedge an alchemical bomb into the crest's jaws. While a bomb is wedged in the shield, you take a \u20131 penalty to attack rolls with the shield.", "When you successfully {@action Strike} a creature with the shield, the vessel shatters, exposing the creature you hit\u2014and yourself\u2014 to the substance within. This counts as a successful hit with the bomb against the creature if it's adjacent to you or a successful hit against the appropriate adjacent square if it's not. The bomb deals splash damage as normal to surrounding creatures, including you. In addition, the bomb deals full damage to the attached shield." ], - "generic": false, "consumable": false }, { @@ -2777,8 +2602,7 @@ ], "price": { "coin": "gp", - "amount": 310, - "note": null + "amount": 310 }, "usage": "held in 1 hand", "bulk": "L", @@ -2787,18 +2611,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "Your eyes transform into those of a giant dragonfly, the thousands of separate facets wrapping around your head, and a pair of long, delicate, insectile wings grow from your upper back. You gain a fly Speed equal to your land Speed.", "Additionally, you gain low-light vision and a +2 item bonus to visual {@skill Perception} checks, and you can't be flanked except by creatures higher level than you are (though lower-level creatures can still help their higher-level allies flank). These effects last for 1 minute." - ], - "generic": false, - "consumable": true + ] }, { "name": "Dread", @@ -2830,8 +2651,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 225, - "note": null + "amount": 225 }, "entries": [] }, @@ -2840,8 +2660,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [ "The DC is 29, and the value of affected enemies' {@condition frightened} condition doesn't decrease below 2." @@ -2852,8 +2671,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 21000, - "note": null + "amount": 21000 }, "entries": [ "The DC is 38, and the value of affected enemies' {@condition frightened} condition doesn't decrease, no matter the value." @@ -2876,11 +2694,10 @@ ], "price": { "coin": "gp", - "amount": 60000, - "note": null + "amount": 60000 }, "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This heavy drum is engraved along the sides with images of centaurs in fierce combat. The drum grants you a +3 item bonus on {@skill Performance} checks you make using the drum.", @@ -2898,8 +2715,6 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Dozens of spectral centaurs burst from the drum and stampede in a 60-foot cone. The stampede deals {@damage 7d10} force damage (DC 43 basic Reflex save)." ] @@ -2917,15 +2732,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The drum casts a DC 43 {@spell earthquake} spell." ] } ], "craftReq": "You are a centaur.", - "generic": false, "consumable": false }, { @@ -2942,8 +2754,7 @@ ], "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "usage": "held in one hand", "bulk": "L", @@ -2963,14 +2774,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You activate the shield's inner light. Attempt a melee {@action Strike} with the duelist's beacon. On a hit, the target must succeed at a DC 22 Fortitude save or be {@condition blinded} for 1 round. On a critical hit, the target uses the result one degree of success worse than it rolled for its Fortitude save." ] } ], - "generic": false, "consumable": false }, { @@ -2987,8 +2795,7 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "worn clothing", "bulk": "L", @@ -3010,14 +2817,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You gain the effects of a 1st-level {@spell illusory disguise} except that the illusion only alters the appearance of the dweomerweave robe, changing it into another garment with an appearance of your choice. The spell persists until the next activation. You can {@action Dismiss} the activation." ] } ], - "generic": false, "consumable": false }, { @@ -3034,8 +2838,7 @@ ], "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "usage": "held in 1 hand", "bulk": "L", @@ -3043,7 +2846,6 @@ "entries": [ "This lockpick houses a small compartment containing many smaller picks and other miniature tools. The lockpick itself is surprisingly malleable, belying the components within. An almost-impossible number of other tools are {@condition hidden} in the compartment, including an entire set of infiltrator thieves' tools and any replacement picks, an elite disguise kit and any replacement cosmetics, and an extreme climber's kit, all while still somehow remaining only light Bulk. This makes the encompassing lockpick a favorite discreet option for rogues infiltrating high society events, as formal wear generally has few pockets and only allows a character to wear a single tool kit of light Bulk." ], - "generic": false, "consumable": false }, { @@ -3059,8 +2861,7 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "etched onto a weapon", "category": "Rune", @@ -3078,15 +2879,12 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You take acid, cold, electricity, fire, or sonic damage", - "requirements": null, "entries": [ "The weapon becomes imbued with the triggering energy type. It deals an additional {@dice 1d8} damage of the triggering type until the end of your next turn. As normal, if you use this reaction again during the duration, the damage doesn't combine; instead, change the {@dice 1d8} damage to the new triggering type of damage and change the duration to the end of your next turn." ] } ], - "generic": false, "consumable": false }, { @@ -3120,8 +2918,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type." ] @@ -3134,8 +2930,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "entries": [ "You gain resistance 5 to fire. When the robe is activated, you gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to speed you up." @@ -3146,8 +2941,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [ "You gain resistance 5 to cold. When the robe is activated, you gain the effects of water walk for 1 minute, as you momentarily flash freeze the surface of water as you walk across it." @@ -3158,8 +2952,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 575, - "note": null + "amount": 575 }, "entries": [ "You gain resistance 5 to acid. When the robe is activated, you gain a climb Speed equal to your Speed, as the acid on your hands grants you easier handholds." @@ -3170,8 +2963,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ "You gain resistance 5 to electricity. When the robe is activated, you gain a fly Speed equal to your Speed for 1 minute." @@ -3194,18 +2986,16 @@ ], "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "Arrow" @@ -3214,9 +3004,7 @@ "entries": [ "This arrow splits at the far end of the shaft into five branching arrowheads, making it impractical for single targets but deadly in combat.", "When you fire an activated enfilading arrow, it sails upward and shatters into countless copies. The arrows then rain Bellwether Lodge Wares." - ], - "generic": false, - "consumable": true + ] }, { "name": "Enhanced Hearing Aids", @@ -3230,8 +3018,7 @@ ], "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "usage": "worn", "bulk": "L", @@ -3252,14 +3039,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "Your hearing aids are currently on", "entries": [ "You mentally increase the input of your hearing aids. You gain a +1 item bonus to all hearing-based {@skill Perception} checks for 10 minutes." ] } ], - "generic": false, "consumable": false }, { @@ -3277,7 +3062,6 @@ "Tattoo" ], "usage": "tattoo", - "bulk": "\u2014", "category": "Tattoo", "entries": [ "This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to {@action Treat Wounds||Treat your Wounds} and rolls a critical failure, they get a failure instead.", @@ -3294,8 +3078,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "For 5 rounds, your entire body begins to glow, with the effects of a 1st-level {@spell light} spell. At the end of each of your turns during this time, you regain {@dice 1d4} Hit Points." ] @@ -3308,8 +3090,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [] }, @@ -3318,8 +3099,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "Any time someone rolls a critical failure to {@action Treat Wounds||Treat your Wounds}, they get a failure instead. The glow has the effects of a 4th-level {@spell light} spell, and you regain {@dice 2d8} Hit Points per round." @@ -3344,16 +3124,13 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "category": "Poison", "entries": [ "This snare is coated with giant wasp venom and tipped with needles, which deliver the venom to the first creature to enter the square. That creature takes {@dice 4d6} damage (DC 23 basic Reflex) and, on a failure, the creature is exposed to the giant wasp venom." ], - "craftReq": "Supply 2 doses of giant wasp venom.", - "generic": false, - "consumable": true + "craftReq": "Supply 2 doses of giant wasp venom." }, { "name": "Experimental Clothing", @@ -3366,8 +3143,7 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "worn clothing", "bulk": "L", @@ -3376,7 +3152,6 @@ "Experimental clothing is custom tailored in radical, avant-garde styles by independent dressmakers, utilizing expensive or eccentric materials and unconventional patterns.", "At the GM's discretion, wearing experimental clothing may impart a +1 item bonus or \u20131 item penalty on checks to Make An Impression, depending on the target's fashion sense." ], - "generic": false, "consumable": false }, { @@ -3392,7 +3167,8 @@ ], "usage": "worn", "bulk": "L", - "category": "Worn", + "category": "Assistive Item", + "subCategory": "Prosthesis", "entries": [ "This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries.", "While wearing the eye, you gain a +1 item bonus to visual {@skill Perception} checks.", @@ -3410,8 +3186,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You focus on the eye to see the unseen. The eye casts see invisibility on you." ] @@ -3424,8 +3198,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [] }, @@ -3434,8 +3207,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4000, - "note": null + "amount": 4000 }, "entries": [ "This functions as the eye of the unseen, except the item bonus is +2 and it casts a 5th-level {@spell see invisibility} on you." @@ -3455,8 +3227,7 @@ ], "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "usage": "worn under light armor or clothes", "bulk": "L", @@ -3465,9 +3236,7 @@ "Adventurers have found a number of uses for these animal blood\u2013filled bladders, which were originally used in theatrical productions. Whenever you take slashing or piercing damage with the fake blood pack under your clothes or armor, roll a DC {@flatDC 11} flat check. On a success, the blood pack is punctured.", "You or an ally can puncture the {@condition hidden} pack intentionally.", "When faking an injury, the blood pack grants a +2 item bonus to relevant {@skill Deception} checks, such as to {@action Lie} about being injured. Abilities that trigger when a creature deals bleed damage, determine if a creature is bleeding, or are otherwise based on bleed damage don't trigger or apply for blood from a fake blood pack, which might mean creatures with such abilities automatically realize the ruse." - ], - "generic": false, - "consumable": true + ] }, { "name": "Fanged", @@ -3501,9 +3270,6 @@ "polymorph", "transmutation" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You transform into a {@trait Small} or {@trait Medium} animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the {@trait two-hand} trait, you are holding the weapon in two hands. You can {@action Dismiss} this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition)." ] @@ -3516,8 +3282,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "entries": [] }, @@ -3526,8 +3291,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 425, - "note": null + "amount": 425 }, "entries": [ "In animal form, you gain low-light vision and a +5-foot item bonus to your Speed." @@ -3538,8 +3302,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, "entries": [ "In animal form, you gain low-light vision, imprecise scent to a range of 30 feet, and a +10-foot item bonus to your Speed." @@ -3566,10 +3329,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -3582,8 +3344,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -3592,8 +3353,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "entries": [ "You gain resistance 10 to fire and cold for 5 minutes." @@ -3612,8 +3372,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "You gain resistance 15 to fire and cold for 10 minutes." @@ -3627,8 +3386,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Fleshgem", @@ -3643,7 +3401,6 @@ "Primal" ], "usage": "envision", - "bulk": "\u2014", "category": "Worn", "entries": [ "Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles." @@ -3655,8 +3412,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [ "These pointed crystal shards embedded in your fingers grant you a fist {@action Strike} that deals {@damage 1d6} piercing damage, is in the brawling group, and has the {@trait magical} and {@trait unarmed} traits. Combat fleshgems can be enhanced with the effects of {@item handwraps of mighty blows}, as normal for an unarmed attack." @@ -3667,8 +3423,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [ "You siphon your fleshgem's power, and the earth around you erupts in crystal stalagmites.", @@ -3690,7 +3445,7 @@ "Transmutation" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This simple carved box can fold or unfold into a boat when activated.", @@ -3704,9 +3459,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat (Gamemastery Guide 179). If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape.", "If the boat is occupied, the item can't be activated. Much like a magical structure (Core Rulebook 596), a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds.", @@ -3722,8 +3474,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -3732,8 +3483,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, "entries": [ "A greater folding boat's alternate form is a cutter, rather than a rowboat, piloted and crewed by ethereal sailors. The ethereal sailors don't prevent you from activating the boat to return it to a box." @@ -3750,8 +3500,7 @@ "level": 0, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "usage": "held in 2 hands", "bulk": "1 (3 unfolded)", @@ -3759,7 +3508,6 @@ "entries": [ "This multi-hinged, 10-foot ladder is useful for climbing upward or across dangerous pits. You can fold or unfold the ladder with two total {@action Interact} actions, which don't need to consecutive." ], - "generic": false, "consumable": false }, { @@ -3781,10 +3529,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -3814,8 +3561,7 @@ "Your skin crawls and your hair stands on end after consuming the serving. When you unleash magic, you release a bolt of lightning from your hand that travels in a 30-foot line. The first bolt deals {@damage 2d12} electricity damage, the second {@damage 1d12} electricity damage, and the third {@damage 1d6} electricity damage. The targeted creatures must attempt a basic Reflex save for each bolt." ] } - ], - "consumable": true + ] }, { "name": "Games", @@ -3836,8 +3582,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [ "These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to {@skill Lore||Games Lore} checks to gamble with the dice. You can determine a die is loaded while handling it with a successful secret DC 20 {@skill Perception} check. Determining dice are loaded without handling the dice is more difficult, especially since smart cheaters switch loaded dice in and out so they don't suspiciously roll the same number over and over. In this case, an observer must succeed at a secret {@skill Perception} check against the roller's {@skill Lore||Games Lore} or {@skill Thievery} DC to notice the switches or the patterns." @@ -3862,8 +3607,7 @@ ], "price": { "coin": "gp", - "amount": 18, - "note": null + "amount": 18 }, "category": "Snare", "entries": [ @@ -3877,9 +3621,7 @@ "Critical Failure": "As failure, but the penalty is \u20134. The glitter sticks for 5 minutes or until the creature spends a 3-action activity, which has the {@trait manipulate} trait, to remove it. The glitter continues to fall around the creature until completely removed, leaving a trail behind it as it moves and revealing its rough location; the creature is {@condition hidden}, rather than {@condition undetected}, to any creature that can see the glitter whenever it would otherwise have been {@condition undetected}." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Griffon Cane", @@ -3889,8 +3631,7 @@ "level": 0, "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "usage": "held in 1 hand", "bulk": "L", @@ -3899,7 +3640,6 @@ "entries": [ "A griffon cane is named for the shape of its base, which features four small pronged supports splayed out in a manner similar to a griffon's talons. A griffon cane's splayed foot enables it to stand upright by itself. A griffon cane deals {@damage 1d6} bludgeoning damage, has the backswing and two-hand d10 traits, and is a martial melee weapon in the club weapon group." ], - "generic": false, "consumable": false }, { @@ -3918,11 +3658,10 @@ ], "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "usage": "worn armor", - "bulk": "1", + "bulk": 1, "category": "Armor", "entries": [ "Rose gold and copper rings in this +2 resilient chain shirt form a vague bird shape. The jingling links tinkle musically, almost like birdsong. While you wear the armor, effects with the {@trait auditory} trait must first counteract the harmonic hauberk or they have no effect on you.", @@ -3940,14 +3679,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You gain 1 Focus Point and immediately use the Focus Point to cast {@spell lingering composition} (Core Rulebook 387), using your {@skill Performance} check to determine the effects of the spell, followed by the {@spell inspire defense} composition cantrip (Core Rulebook 386). You can use this activation to cast those spells even if you don't have the Lingering Composition or Inspire Defense feats." ] } ], - "generic": false, "consumable": false }, { @@ -3982,7 +3718,6 @@ "freq": 1 }, "trigger": "You succeed at an attack roll to {@action Strike} with a weapon with the hauling rune", - "requirements": null, "entries": [ "The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose.", "This is {@quickref forced movement||3|forced movement}." @@ -3996,8 +3731,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 225, - "note": null + "amount": 225 }, "entries": [] }, @@ -4006,8 +3740,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1300, - "note": null + "amount": 1300 }, "entries": [ "The DC is 28, and the target is moved up to 10 feet." @@ -4029,8 +3762,7 @@ ], "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "usage": "etched onto a weapon", "category": "Rune", @@ -4040,7 +3772,6 @@ "entries": [ "A weapon with a hopeful rune exudes positivity. On a critical hit with this weapon, you inspire your comrades, pushing them to fight harder and stand for your shared convictions. Allies within 30 feet that share at least one alignment component with you gain a +1 status bonus to attack rolls until the end of your next turn." ], - "generic": false, "consumable": false }, { @@ -4056,7 +3787,7 @@ "Magical" ], "usage": "worn", - "bulk": "1", + "bulk": 1, "category": "Companion", "entries": [ "These thick bull or ram horns fuse into the armrests of your legchair companion, giving it more aggressive options. Your animal companion can only invest this item if it is a legchair.", @@ -4073,14 +3804,11 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Frequency once per minute;" ] } ], - "generic": false, "consumable": false }, { @@ -4098,8 +3826,7 @@ ], "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "usage": "worn", "bulk": "L", @@ -4120,8 +3847,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You touch your companion, merging it into the statuette and ending the activation with the statuette in your hand (or on the ground in your space if you don't have a hand free). While in statuette form, your companion has the {@condition petrified} condition, and its size is Tiny." ] @@ -4136,15 +3861,12 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, "requirements": "Your companion is in statuette form", "entries": [ "You call forth your companion from the statuette, causing it to unmerge and appear in an unoccupied space adjacent to you." ] } ], - "generic": false, "consumable": false }, { @@ -4159,12 +3881,12 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "worn", - "bulk": "1", - "category": "Worn", + "bulk": 1, + "category": "Assistive Item", + "subCategory": "Prosthesis", "entries": [ "The flat iron bar of an immovable rod has been worked into the core frame of this prosthetic arm, a small button discreetly placed at the heel of the hand.", { @@ -4176,15 +3898,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You curl your fingers inward to press the button on the heel of your hand, anchoring your prosthetic arm in place. Your arm no longer moves, defying gravity if necessary. You can still move the fingers of this hand and your elbow, shoulder, and rest of your body while the magic is in effect, but you can't move your wrist. If you press the button again, the rod inside your arm is deactivated, ending the magic that anchors it in place. While anchored, the arm can be moved only if 8,000 pounds of pressure is placed upon it or if a creature succeeds at a DC 40 {@skill Athletics} check to {@action Force Open} your arm. A creature can notice the button {@condition hidden} in the hand of the prosthesis with a successful DC 25 {@skill Perception} check to {@action Seek}." ] } ], - "generic": false, "consumable": false }, { @@ -4200,8 +3918,7 @@ ], "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "usage": "etched onto medium or heavy armor", "category": "Rune", @@ -4212,7 +3929,6 @@ "This substantial rune makes you difficult to hold back.", "Whenever you are affected by an effect that lasts until you {@action Escape} (for instance, from the {@action Grapple} action or a tanglefoot bag), you become {@condition quickened}. You can use the extra action each round only to {@action Step} or {@action Escape}." ], - "generic": false, "consumable": false }, { @@ -4233,10 +3949,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -4249,8 +3964,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [] }, @@ -4259,8 +3973,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "entries": [ "The item bonus is +3 and the effect lasts 30 minutes." @@ -4286,8 +3999,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "The item bonus is +4 and the effect lasts 1 hour." @@ -4308,8 +4020,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Impulse Control", @@ -4323,8 +4034,7 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "category": "Assistive Item", "subCategory": "Wheelchair Upgrade", @@ -4332,7 +4042,6 @@ "The magical impulse control upgrade attaches the wheelchair to your fingers or nerve impulses, making it accessible for those with mobility restrictions or other health conditions.", "You still can't move the wheelchair if you're physically or magically prevented from doing so, such as by being {@condition grabbed} or magically {@condition paralyzed}." ], - "generic": false, "consumable": false }, { @@ -4453,8 +4162,7 @@ "type": "inubrix chunk", "price": { "coin": "gp", - "amount": 550, - "note": null + "amount": 550 }, "bulk": "L", "entries": [] @@ -4463,10 +4171,9 @@ "type": "inubrix ingot", "price": { "coin": "gp", - "amount": 5500, - "note": null + "amount": 5500 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -4557,8 +4264,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "bulk": "L", "craftReq": "inubrix worth at least 40 gp The shield has Hardness 2, HP 8, and BT 4.", @@ -4569,10 +4275,9 @@ "level": 7, "price": { "coin": "gp", - "amount": 352, - "note": null + "amount": 352 }, - "bulk": "1", + "bulk": 1, "craftReq": "inubrix worth at least 44 gp The shield has Hardness 4, HP 16, and BT 8.", "entries": [] }, @@ -4582,8 +4287,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, "bulk": "L", "craftReq": "inubrix worth at least 2,500 gp The shield has Hardness 5, HP 20, and BT 10.", @@ -4594,10 +4298,9 @@ "level": 15, "price": { "coin": "gp", - "amount": 5500, - "note": null + "amount": 5500 }, - "bulk": "1", + "bulk": 1, "craftReq": "inubrix worth at least 2,750 gp The shield has Hardness 7, HP 28, and BT 14.", "entries": [] } @@ -4663,18 +4366,16 @@ ], "price": { "coin": "gp", - "amount": 225, - "note": null + "amount": 225 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "any" @@ -4682,9 +4383,7 @@ "category": "Consumable", "entries": [ "Juxtaposition ammunition quivers with anticipation, as if the projectile wishes to constantly be in motion. When an activated juxtaposition ammunition hits a creature, it doesn't deal the {@action Strike}'s normal damage. Instead, the target must succeed at a DC 28 Will save or be teleported to a safe, unoccupied square of your choice within 60 feet of its original position and within the weapon's first range increment. On a critical failure, the target is also {@condition sickened|CRB|sickened 1} from the gut-wrenching sensation of sudden movement. Any relocation from the juxtaposition ammunition is {@quickref forced movement||3|forced movement}." - ], - "generic": false, - "consumable": true + ] }, { "name": "Kite", @@ -4693,12 +4392,10 @@ "type": "Item", "level": 0, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "This colorful canvas kite is {@condition controlled} by twine and flies when it catches the wind." ], - "generic": false, "consumable": false }, { @@ -4714,11 +4411,10 @@ ], "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "usage": "held in one hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This steel shield (Hardness 16, HP 96, BT 48) is painted a mottled crimson, and it always glistens as if wet. Its crest is composed of eight appendages that curl around each other, resembling the swirling tentacles of a giant kraken. Two ferocious eyes sit in its center, gleaming with an inner light.", @@ -4735,15 +4431,12 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You unleash the kraken's wrath. You Raise the Shield. The shield's appendages briefly extend to impossible length as they wriggle and lash out at your foes, dealing {@damage 10d10} bludgeoning damage to all enemies in a 30-foot cone (DC 41 basic Reflex save). The shield remains animated for 1 minute, during which you can use it to {@action Grapple} a creature within 10 feet of you without needing a free hand. When you use the shield to {@action Grapple}, you gain a +3 item bonus to your {@skill Athletics} check.", "Kraken's Ink Wares." ] } ], - "generic": false, "consumable": false }, { @@ -4759,8 +4452,7 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "held in 1 hand", "bulk": "L", @@ -4781,8 +4473,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You offer this weapon as a romantic or platonic favor to an ally. You and the ally become linked for 1 day. During this time, you each benefit from the effects of status, using each other as the targets." ] @@ -4800,14 +4490,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You call forth the blade. The lady's knife instantly teleports to your hand. The attempt to recall the knife fails if you are more than 1 mile away from the knife's current location. Your linked ally can use the same Activation to recall the knife once per day as well." ] } ], - "generic": false, "consumable": false }, { @@ -4822,8 +4509,7 @@ ], "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "bulk": "6", "category": "Assistive Item", @@ -4844,14 +4530,11 @@ "interval": 10, "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You use your chair to {@action Stride} up to your chair's speed. If you have a composition cantrip that is currently active, you Sustain it as a free action." ] } ], - "generic": false, "consumable": false }, { @@ -4866,17 +4549,14 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "worn", - "bulk": "\u2014", "category": "Assistive Item", "subCategory": "Hearing", "entries": [ "These curved hearing aids hook over the top and sit behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using divination magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an {@action Interact} action." ], - "generic": false, "consumable": false }, { @@ -4887,8 +4567,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "usage": "held in 2 hands", "bulk": "L", @@ -4896,7 +4575,6 @@ "entries": [ "This collection of small magnets and metal rods comes in a wooden box. The magnets are strong enough to firmly cling to metal objects but too weak to move or suspend them. The metal rods are a quarter of an inch in diameter and vary in length from 3 to 6 inches. If connected with the magnets, these rods can be used to build flimsy shapes and structures, which collapse if external weight or pressure is applied." ], - "generic": false, "consumable": false }, { @@ -4912,11 +4590,9 @@ ], "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "These well-aged wooden magnifying glasses are engraved with a variety of runes. Each is imbued with a specific language.", @@ -4935,15 +4611,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You scan up to two pages of writing with the magnifying glass of elucidation, imbuing the magnifying glass with the information you scanned. You can use a separate 3-action activity to have the magnifying glass reproduce the imbued information onto blank paper exactly as it appeared when you Activated the magnifying glass. The reproduction is a direct copy of the pages but doesn't imbue the reproduction with any {@trait magical} effects or other special effects. As such, you can copy the writing of a scroll, for example, but it will only be mundane writing and not have any {@trait magical} effect. The magnifying glass can only hold one instance of information at a given time; {@action Activate an Item||Activating} the magnifying glass a second time or reproducing the information clears out the magnifying glass's information." ] } ], "craftReq": "You know the language imbued in the magnifying glass.", - "generic": false, "consumable": false }, { @@ -4965,10 +4638,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -4981,8 +4653,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "entries": [ "You can fit into and through small or narrow spaces as though you were 1 size smaller than your normal size (minimum {@trait Small}). The bonus to your DCs is +2, and the duration is 1 minute." @@ -4998,8 +4669,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 750, - "note": null + "amount": 750 }, "entries": [ "You can fit into and through small or narrow spaces as though you were 2 sizes smaller than your normal size (minimum {@trait Tiny}). The bonus to your DCs is +3, and the duration is 10 minutes." @@ -5018,8 +4688,7 @@ "replace": "You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to {@action Grapple}, {@action Shove}, or {@action Trip} you." }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Marbles", @@ -5029,8 +4698,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 2, - "note": null + "amount": 2 }, "usage": "held in 1 hand", "bulk": "L", @@ -5039,7 +4707,6 @@ "These tiny round balls are made of polished stone and colorful glass, and come in a bag of 200. You can pour marbles in an empty square adjacent to you with an {@action Interact} action. The first creature that moves into that square must succeed at a DC 13 {@skill Acrobatics} check or Reflex save (its choice) or fall {@condition prone}. Once a creature enters a space with marbles, enough marbles are scattered that other creatures moving into that space don't need to attempt a roll to avoid falling.", "Merrygleam Toys." ], - "generic": false, "consumable": false }, { @@ -5049,7 +4716,6 @@ "type": "Item", "level": "0+", "usage": "worn mask", - "bulk": "\u2014", "category": "Worn", "entries": [ "A mask helps you use the {@action Impersonate} action to pass yourself off as someone you aren't." @@ -5068,8 +4734,7 @@ "level": 0, "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "entries": [ "This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and gold filigree." @@ -5080,8 +4745,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each round you breathe. The same replacement filters used in water purifiers (Lost Omens Pathfinder {@skill Society} Guide 115) can be used with a plague mask, granting you the counteract modifier and effects of the filter for 20 minutes. Plague masks are uncommon items because the filters they use to protect from inhaled poisons and diseases are themselves uncommon. As such, you can buy a plague mask without a filter as a common item, though it's usually more cost-effective to buy a fine mask in the shape of a plague mask in that case." @@ -5092,8 +4756,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [ "Rubber masks are sculpted to resemble the face of another creature. You can use this mask to help decrease the difficulty of Impersonating a specific creature with a very different face than yours." @@ -5116,8 +4779,7 @@ ], "price": { "coin": "gp", - "amount": 4200, - "note": null + "amount": 4200 }, "bulk": "\u2014 (when not activated)", "category": "Structure", @@ -5138,8 +4800,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The miniature grows into a building connected to the Astral Plane for 1 hour. The memory palace has a 30-foot-square central courtyard surrounded by 12 10-foot-square chambers. Arranged within these chambers are various items referred to as the palace's nodes\u2014statues, tapestries, fountains, and other works of art are common, but a node can take other forms at the GM's discretion. As a 10-minute activity, you can imprint one extended memory onto a node: the contents of a specific simple book, for example, or the events of a recent adventure. When you do, the node changes its shape and appearance to visually represent the memory you have imprinted onto it. If the node was already imprinted with a memory, the old one can be overwritten to repurpose the node.", "Memories you have imprinted on a node can be mentally accessed at any time by a creature holding the memory palace in its miniature form, regardless of who imprinted them. This grants a +2 item bonus to {@action Recall Knowledge} checks relating to details specifically occurring within the memory. What exactly qualifies is up to the GM's discretion, but a node shouldn't grant the benefits for most uses of a given skill. For example, a node dedicated to a book about trees found in the Mwangi Expanse would help with {@action Recall Knowledge} checks for such trees, but it wouldn't grant the benefits for all {@skill Nature} checks to {@action Recall Knowledge}.", @@ -5148,7 +4808,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -5163,8 +4822,7 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "bulk": "4", "category": "Assistive Item", @@ -5184,15 +4842,12 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You rush forward with the wheelchair in a powerful charge, bowling through foes who stand in the way. {@action Stride} in a straight line, moving through enemies' spaces and making an attack with the wheel spikes against every foe in the line. If the foe is {@condition prone}, the following effects apply: the attack gains a +1 circumstance bonus to damage per weapon damage die, and the wounding rune deals {@damage 1d12} {@condition persistent damage ||persistent bleed damage} on a hit (or {@damage 3d6} {@condition persistent damage ||persistent bleed damage} on a critical hit)", "Wheelchair uPgraDes A wheelchair can have upgrades added to its frame to improves its capabilities. The cost includes the installation of the upgrade." ] } ], - "generic": false, "consumable": false }, { @@ -5210,8 +4865,7 @@ ], "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "usage": "worn", "bulk": "L", @@ -5220,7 +4874,6 @@ "This jeweled mirror grants you gain greater control over your dreaming self. While invested, you can watch over your sleeping body from the Dreamlands, letting you see your own body and a 5-foot emanation around you, though you can't hear, smell, or use other senses from your dreaming self.", "You do not take the \u20134 status penalty to visual {@skill Perception} checks in that area or gain the {@condition blinded} condition from being {@condition unconscious} against creatures in that area. As long as you fell asleep voluntarily and not from a {@trait sleep} effect, you can automatically wake up from sleep if there is visible activity around you." ], - "generic": false, "consumable": false }, { @@ -5237,8 +4890,7 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "worn clothing", "bulk": "L", @@ -5254,8 +4906,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "The mirror robe was last activated to draw attention toward you, or you haven't used the mirror robe today", "entries": [ "The mirror robe {@action Create a Diversion||Creates a Diversion} for you with a +9 {@skill Deception} modifier." @@ -5270,15 +4920,12 @@ "components": [ "Interact (visual)" ], - "frequency": null, - "trigger": null, "requirements": "The mirror robe was last activated to divert attention away from you and you are {@condition hidden} or {@condition undetected} by at least one foe", "entries": [ "You draw attention toward yourself. Choose one foe to which you were {@condition hidden} or {@condition undetected}. You reveal yourself to all, becoming {@condition observed}. The foe you chose diverts its attention to you, becoming {@condition flat-footed} to your allies until the beginning of your next turn. If you are {@condition invisible} or otherwise can't become {@condition observed}, you can't use this activation." ] } ], - "generic": false, "consumable": false }, { @@ -5297,15 +4944,12 @@ ], "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "category": "Snare", "entries": [ "A mixture of metal shavings and flash powder inside this small, mirrored sphere ignites when disturbed, causing the ball to flash and spin. When a creature enters the square, the ball pops into the air, and all creatures within 10 feet who can see the mirror ball must succeed at a DC 22 Fortitude save or become {@condition dazzled} for 1 round. On a critical failure, affected creatures are instead {@condition dazzled} for 1 minute." - ], - "generic": false, - "consumable": true + ] }, { "name": "Misdirecting Haversack", @@ -5320,8 +4964,7 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "held in 1 hand", "bulk": "L", @@ -5339,9 +4982,6 @@ "(envision", "Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "Documents inside the haversack become magically disguised as documents of a similar type but with misleading information. Anyone inspecting a document notices the disguise with a successful DC 20 {@skill Perception} check, but determining the actual text requires a successful DC 20 {@skill Society} check to {@action Decipher Writing}. This lasts until you use this activation again, which ends the effect for all previously disguised documents; until you use the second activation to end the effect for a single document; or until a document in the haversack remains outside the haversack for at least 1 hour, ending the effect for that document." ] @@ -5355,15 +4995,11 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You revert one of the documents back to its original state." ] } ], - "generic": false, "consumable": false }, { @@ -5382,8 +5018,7 @@ ], "price": { "coin": "gp", - "amount": 170, - "note": null + "amount": 170 }, "category": "Snare", "entries": [ @@ -5398,9 +5033,7 @@ } } ], - "craftReq": "Supply 75 gp worth of refined blue dragon blood.", - "generic": false, - "consumable": true + "craftReq": "Supply 75 gp worth of refined blue dragon blood." }, { "name": "Noqual", @@ -5520,8 +5153,7 @@ "type": "noqual chunk", "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "bulk": "L", "entries": [] @@ -5530,10 +5162,9 @@ "type": "noqual ingot", "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -5625,8 +5256,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 14000, - "note": null + "amount": 14000 }, "bulk": "L", "craftReq": "noqual worth at least 7,000 gp The shield has Hardness 7, HP 28, and BT 14.", @@ -5637,10 +5267,9 @@ "level": 17, "price": { "coin": "gp", - "amount": 15400, - "note": null + "amount": 15400 }, - "bulk": "1", + "bulk": 1, "craftReq": "noqual worth at least 7,700 gp The shield has Hardness 10, HP 40, and BT 20.", "entries": [] } @@ -5698,8 +5327,7 @@ "level": 0, "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "usage": "held in 2 hands", "bulk": "L", @@ -5707,7 +5335,6 @@ "entries": [ "This set of painting supplies includes paints, brushes, jars, a palette, a set of small canvases, and a miniature easel. You can refill your paint set with extra paints and canvas for 1 sp." ], - "generic": false, "consumable": false }, { @@ -5739,8 +5366,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation." ] @@ -5753,8 +5378,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "entries": [] }, @@ -5763,8 +5387,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 650, - "note": null + "amount": 650 }, "entries": [ "You can activate these runes at a distance of up to 1 mile." @@ -5775,8 +5398,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2750, - "note": null + "amount": 2750 }, "entries": [ "You can activate these runes at any distance as long as they're on the same plane.", @@ -5800,8 +5422,7 @@ ], "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "usage": "held in 1 hand", "bulk": "L", @@ -5810,18 +5431,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "This bronze, spherical device slowly rotates around a cluster of angled mirrors and a light-filled orb.", "Clockwork Items." - ], - "generic": false, - "consumable": true + ] }, { "name": "Pickpocket's Tailoring", @@ -5834,17 +5452,14 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "sewn into clothing", - "bulk": "\u2014", "category": "Modification", "subCategory": "Clothing", "entries": [ "Pickpocket's tailoring modifies an existing outfit by adding concealed interior pockets and strategically opened seams for hiding small objects inside the lining. You gain a +1 item bonus to {@skill Stealth} checks to {@action Conceal an Object} of light Bulk or less in the pockets. When you get a failure (but not a critical failure, which works as normal) on a {@skill Stealth} check to {@item Conceal an Object||Conceal such an Object}, observers know you're concealing an object somewhere, but they don't find the object unless they succeed at a DC 20 {@skill Perception} check to locate the seams in the garment." ], - "generic": false, "consumable": false }, { @@ -5860,11 +5475,10 @@ ], "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "usage": "held in one hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "The shield's blue enameled face is cool to the touch, and displays the moon's current phase at night. When you lay your head on the reverse side of this steel shield (Hardness 6, HP 36, BT 18), it becomes as pliant and supportive as the best pillows. If you complete a period of rest using the pillow shield, you can choose to transfer your recovery to the shield. Instead of recovering a number of Hit Points after resting (Core Rulebook 480), the shield is restored an equal number of Hit Points instead.", @@ -5878,15 +5492,11 @@ "command", "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The shield creates an area of vigilance. It casts alarm centered on itself; you decide whether it creates a mental alarm or an audible alarm. The alarm goes off at the end of the spell's duration or when triggered as normal, whichever comes first." ] } ], - "generic": false, "consumable": false }, { @@ -5896,12 +5506,10 @@ "type": "Item", "level": 0, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "This paper and wood pinwheel spins when blown upon by a person or the wind." ], - "generic": false, "consumable": false }, { @@ -5918,8 +5526,7 @@ ], "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "bulk": "L (when not activated)", "category": "Structure", @@ -5937,17 +5544,14 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You place the figurine on the ground, and a harmonious note rings out as it grows into a spacious, elegant ballroom. The ballroom is 60 feet long, 45 feet wide, and features a ceiling that rises to a height of 20 feet. Elegant double doors on either end of the ballroom allow entry.", "Inside, the ballroom is fully stocked with tables and chairs along both sides. A feasting table in the center of each seating area provides enough food and drink for up to 36 guests, and a cadre of unseen servants tend to guests' basic needs.", - "While inside, you can utter a command word to call forth music, which echoes through the ballroom. Repeating the command word can alter the dynamics of the music, such as the musical style or tempo, or stop the music entirely. A second command word produces a set of masked, illusory dancers that immediately take to the floor and begin dancing to the current music. When there's no music, the illusory guests chatter among themselves in a Resplendent Rose Wares." + "While inside, you can utter a command word to call forth music, which echoes through the ballroom. Repeating the command word can alter the dynamics of the music, such as the musical style or tempo, or stop the music entirely. A second command word produces a set of masked, illusory dancers that immediately take to the floor and begin dancing to the current music. When there's no music, the illusory guests chatter among themselves in a nonsense language. An illusory dancer will gladly dance with anyone who asks. Repeating the command word dismisses the dancers.", + "You can utter a third command word declaring the gala over to revert the ballroom to its original form. As it reverts, the illusory dancers clap and cheer for your hospitality. If you don't revert the ballroom on your own, it automatically returns to its original state at the next sunrise." ] } ], - "generic": false, "consumable": false }, { @@ -5964,8 +5568,7 @@ ], "price": { "coin": "gp", - "amount": 1, - "note": null + "amount": 1 }, "usage": "held in 1 hand", "bulk": "L", @@ -5974,18 +5577,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "You can sprinkle popdust in an empty square adjacent to you.", "The first creature that applies pressure to the popdust, such as by moving into that square, causes it to emit a series of thunderous cracks." - ], - "generic": false, - "consumable": true + ] }, { "name": "Portable Gaming Hall", @@ -6001,8 +5601,7 @@ ], "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "bulk": "L (when not activated)", "category": "Structure", @@ -6020,17 +5619,12 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The wheel grows into a circular room 30 feet in diameter, with a door on one side. Six chairs surround a circular table, 10 feet in diameter. The underside of the table contains retractable drawers full of dice, harrow cards, game pieces, and other gambling accouterments. A gallon of ale or a similar drink with a spigot near the bottom hangs on the door, replenishing to a full gallon each day; you can also bring in your own drinks if you require more than the gaming hall provides.", - "You can flip the central table over as a 3-action activity, which has the {@trait manipulate} trait, to revert the gaming hall to its original form.", - "Dracori's Sensory Wares." + "You can flip the central table over as a 3-action activity, which has the {@trait manipulate} trait, to revert the gaming hall to its original form." ] } ], - "generic": false, "consumable": false }, { @@ -6052,8 +5646,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "entries": [] }, @@ -6062,8 +5655,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "entries": [ "A reinforced portable ram grants you a +2 item bonus to checks to {@action Force Open} obstacles." @@ -6083,8 +5675,7 @@ ], "price": { "coin": "sp", - "amount": 1, - "note": null + "amount": 1 }, "usage": "held in 1 hand", "bulk": "L", @@ -6092,9 +5683,7 @@ "entries": [ "A bag of powder contains powdered chalk, flour, or similar materials. In addition to other uses for powder, it can be handy while adventuring to help pinpoint {@condition invisible} creatures.", "You can throw the powder into an adjacent square as an {@action Interact} action. If there's a creature in that square, it becomes temporarily {@condition observed} until the end of your turn, though the creature still has concealment due to invisibility. The powder quickly falls away or becomes {@condition invisible} itself, preventing you from tracking the creature indefinitely." - ], - "generic": false, - "consumable": true + ] }, { "name": "Presentable", @@ -6119,8 +5708,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [] }, @@ -6129,8 +5717,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "entries": [ "This rune grants a +2 item bonus and has an activation.", @@ -6154,11 +5741,10 @@ ], "price": { "coin": "gp", - "amount": 14000, - "note": null + "amount": 14000 }, "usage": "worn armor", - "bulk": "1", + "bulk": 1, "category": "Armor", "entries": [ "With its standard-grade mithral polished to a mirrorlike sheen, this +2 resilient glamered mithral breastplate features the religious symbols of the goddesses of the Prismatic Ray pantheon\u2014{@deity Desna}, {@deity Sarenrae}, and {@deity Shelyn}\u2014surrounded by a rainbow-colored set of gems.", @@ -6176,8 +5762,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You surround yourself in a coruscating field of red, orange, yellow, green, blue, indigo, and violet light for 1 minute. Each color has a different effect, based on the effects of a 7th-level {@spell chromatic wall} spell, and you apply the effects of each color once before it disappears from your field of light, which can happen in the following two ways.", "First, the field attempts a counteract check (counteract level 7, counteract modifier +27) against {@trait any} effect that would be blocked by a chromatic wall of any of the colors still surrounding you in your field of light. Succeed or fail, that color then disappears from your field of light.", @@ -6187,7 +5771,6 @@ } ], "craftReq": "The initial raw materials must include 1,600 gp of mithral.", - "generic": false, "consumable": false }, { @@ -6204,8 +5787,7 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "bulk": "L (when not activated)", "category": "Structure", @@ -6223,16 +5805,12 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The model workshop transforms into a full-sized square workshop of the represented type. The walls are 15 feet wide and the ceiling is 10 feet high. The workshop is stocked with mundane tools and can be used to {@action Craft} items appropriate to the workshop with a +1 item bonus, but you must supply any raw materials.", "You can pull on a cord hanging from the workshop's ceiling as an {@action Interact} action to revert the private workshop to its model form." ] } ], - "generic": false, "consumable": false }, { @@ -6243,8 +5821,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "held in 1 hand", "bulk": "L", @@ -6255,7 +5832,6 @@ "The cane is typically several feet long, generally reaching the user's chin, but can be lengthened or shortened as needed.", "Probing canes are made from reinforced wood with the same strengthening process and treatment as a longbow, creating a cane that is both high quality and durable enough for an adventuring owner to use as a weapon. A probing cane deals {@damage 1d6} bludgeoning damage, has the {@trait finesse} and {@trait sweep} traits, and is a martial melee weapon in the club weapon group." ], - "generic": false, "consumable": false }, { @@ -6272,18 +5848,16 @@ ], "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "usage": "worn armor", - "bulk": "2", + "bulk": 2, "category": "Armor", "entries": [ "Transparent crystals as hard as steel take the place of metal plates on this suit of +2 greater invisibility splint mail.", "Also known as a coat of a thousand thoughts in Vudra and Jalmeray, where it was first developed by psychic warriors, it makes your mind an indomitable fortress. You gain resistance 5 to mental damage.", "Whenever you use the armor to become {@condition invisible}, you also become psychically {@condition invisible}. Each time you would be affected by an effect with the {@trait mental} trait while you are Lost & Found Wares." ], - "generic": false, "consumable": false }, { @@ -6301,15 +5875,12 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "category": "Snare", "entries": [ "This snare unleashes a trio of large stones that batter the creature entering the snare's square, dealing {@damage 6d8} bludgeoning damage (DC 21 basic Reflex save)." - ], - "generic": false, - "consumable": true + ] }, { "name": "Puzzle Box", @@ -6330,8 +5901,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 2, - "note": null + "amount": 2 }, "entries": [ "The DC to solve this puzzle box is 15." @@ -6342,8 +5912,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "entries": [ "The DC to solve this puzzle box is 20." @@ -6354,8 +5923,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "The DC to solve this puzzle box is 25." @@ -6383,7 +5951,7 @@ "Necromancy" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an {@action Interact} action to block or reveal the light.", @@ -6400,8 +5968,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes {@condition sickened|CRB|sickened 1} ({@condition sickened|CRB|sickened 2} on a critical failure). The light then reverts to normal as the lens slides out of place." ] @@ -6414,8 +5980,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "entries": [] }, @@ -6424,8 +5989,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1700, - "note": null + "amount": 1700 }, "entries": [ "The DC is 29. Creatures become {@condition sickened|CRB|sickened 2} on a failure or {@condition sickened|CRB|sickened 3} on a critical failure." @@ -6436,8 +6000,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 13500, - "note": null + "amount": 13500 }, "entries": [ "The DC is 37. Creatures become {@condition sickened|CRB|sickened 3} on a failure or {@condition sickened|CRB|sickened 4} on a critical failure." @@ -6459,7 +6022,6 @@ "Transmutation" ], "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This light shirt is made of thin fabric embroidered with arrangements of winged feet.", @@ -6476,8 +6038,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Your feet feel lighter, allowing you to move with greater speed.", "You {@action Stride} twice and gain a +10-foot item bonus to your Speed during those {@action Stride} actions." @@ -6491,8 +6051,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "entries": [] }, @@ -6501,8 +6060,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1750, - "note": null + "amount": 1750 }, "entries": [ "When you Activate the shirt, you {@action Stride} three times." @@ -6525,8 +6083,7 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "worn headwear", "bulk": "L", @@ -6535,7 +6092,6 @@ "A quick wig magically conceals your natural hair while worn, eliminating the need to braid or pin your hair beneath it.", "In addition, your facial hair and eyebrows change color to match the wig while you wear it. When used as part of a {@skill Deception} check to {@action Impersonate} to go unrecognized by changing your hair, you no longer require a disguise kit, you Material Changes Wares gain a +1 item bonus on the check, and you reduce the time to create the disguise from 10 minutes to 5 minutes. You still need a disguise kit and the full time if you're using cosmetics and other props to change other aspects of your disguise or Impersonating a specific person, and the wig only provides its item bonus when Impersonating a specific person if that person's hair color and style match the wig's. Quick wigs detangle themselves while not in use." ], - "generic": false, "consumable": false }, { @@ -6553,15 +6109,12 @@ ], "price": { "coin": "gp", - "amount": 170, - "note": null + "amount": 170 }, "category": "Snare", "entries": [ "As soon as a creature enters the snare's square, it unleashes a barrage of knives at the creature from all directions, dealing {@damage 11d8} piercing damage (DC 29 basic Reflex)." - ], - "generic": false, - "consumable": true + ] }, { "name": "Rampart Shield", @@ -6576,8 +6129,7 @@ ], "price": { "coin": "gp", - "amount": 1900, - "note": null + "amount": 1900 }, "usage": "held in one hand", "bulk": "4", @@ -6597,15 +6149,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You transform the shield into a 1-foot-thick, 10-foot-by-10-foot stone rampart topped with a battlement and adorned with the flags of Absalom. If any part of the rampart would pass through any creatures or objects, the activation fails.", "At the center of each 5-foot length of the rampart is an arrow slit. The rampart has AC 10, Hardness 15, and 30 Hit Points. The rampart is immune to critical hits and precision damage. Attacks that would destroy the rampart cause it to instead revert back to its shield form and drop to the ground in an open space below the rampart. When this happens, the shield loses 30 Hit Points. You can {@action Dismiss} the activation, causing the wall to revert back to its shield form. The shield then returns secured to your arm if you are adjacent to the rampart, or drops to the ground in an open space if you're not adjacent to the rampart. If neither destroyed nor Dismissed, the rampart reverts back to a shield automatically after 1 hour." ] } ], - "generic": false, "consumable": false }, { @@ -6619,7 +6168,6 @@ "Magical" ], "usage": "worn", - "bulk": "\u2014", "category": "Assistive Item", "subCategory": "Reading", "entries": [ @@ -6632,8 +6180,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [] }, @@ -6642,8 +6189,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [ "A greater reading ring has the same function as the standard ring, except it can read any written language and enable the wearer to comprehend what it reads." @@ -6664,8 +6210,7 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "bulk": "L (8 if inflated)", "activate": { @@ -6673,17 +6218,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "Tattletail developed this tether-covered bladder to help divers in Anuli's Crater Lake recover heavy salvage or escape dangerous underwater beasts. Pulling the ripcord causes a small, pressurized air tank to instantly inflate the bladder to the size of a rowboat, forcing up to 16 Bulk of attached items or creatures to jet to the surface of the water at a rate of 60 feet per round. Pulling the ripcord, or removing or affixing something to one of the many tethers on the recovery bladder, takes an {@action Interact} action. A recovery bladder can only be used once, as the quick inflation permanently stretches the bladder, and only a few tinkerers have the skills and equipment to refill a pressurized air tank." - ], - "generic": false, - "consumable": true + ] }, { "name": "Reflexive Tattoo", @@ -6700,11 +6242,9 @@ ], "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "usage": "tattoo", - "bulk": "\u2014", "category": "Tattoo", "entries": [ "This subtle pattern of complex dots, sunbursts, and lines is difficult to make out, as it's a near match for the wearer's skin tone. Serving as a barrier facing inward, this tattoo prevents ostentatious expressions of spells that are internal to you, making them easier to hide.", @@ -6723,15 +6263,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "If the next action you use is to {@action Cast a Spell} of 2nd level or lower that affects or targets only you, you can hide that you're casting it.", "This has the same effect as the Conceal Spell feat (Core Rulebook 210)." ] } ], - "generic": false, "consumable": false }, { @@ -6746,8 +6283,7 @@ ], "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "usage": "applied to medium or heavy armor", "bulk": "L", @@ -6760,7 +6296,6 @@ "This surcoat is made of thick fabric and light chain, designed to protect vital areas. When you are critically hit by an attack, you gain physical resistance equal to 2 + the value of the armor's potency rune against the attack's damage.", "If the armor is in the chain armor group and you have its armor specialization effect, you instead increase the physical resistance from the chain armor specialization by 2. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit. However, the reinforced surcoat increases the Speed penalty of your armor by 5 feet." ], - "generic": false, "consumable": false }, { @@ -6771,15 +6306,13 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "category": "Assistive Item", "subCategory": "Wheelchair Upgrade", "entries": [ "The chair's wheels have been reinforced with tough, metal rims or a metal cap. While in the chair, you gain a wheel {@action Strike}. Your wheel deals {@damage 1d4} bludgeoning damage and has the agile, {@trait attached}, and {@trait free-hand} traits. A reinforced wheel is a simple melee weapon in the club weapon group. You can etch weapon runes onto reinforced wheels. A wheelchair can only have one attached weapon." ], - "generic": false, "consumable": false }, { @@ -6798,8 +6331,7 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "category": "Snare", "entries": [ @@ -6813,9 +6345,7 @@ "Critical Failure": "The creature takes double damage plus {@damage 4d6} {@condition persistent damage ||persistent bleed damage}, and it becomes {@condition clumsy|CRB|clumsy 2} for 1 minute." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Rhino Shot", @@ -6831,18 +6361,16 @@ ], "price": { "coin": "gp", - "amount": 22, - "note": null + "amount": 22 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "Any" @@ -6851,9 +6379,7 @@ "entries": [ "This arrow is made of polished animal horn, with the head of a rhinoceros carved in place of a traditional arrowhead.", "When an activated rhino shot is fired, the ethereal form of a large rhinoceros takes shape around the projectile. On a successful {@action Strike}, the attack deals an additional {@damage 2d6} force damage, and the target must succeed at a DC 19 Fortitude save or be knocked {@condition prone}. If the hit with the rhino shot was a critical success, the target is knocked {@condition prone} unless it critically succeeds at its save." - ], - "generic": false, - "consumable": true + ] }, { "name": "Rock Ripper Snare", @@ -6870,8 +6396,7 @@ ], "price": { "coin": "gp", - "amount": 9, - "note": null + "amount": 9 }, "category": "Snare", "entries": [ @@ -6884,9 +6409,7 @@ "Critical Failure": "The target takes {@damage 2d6} bludgeoning damage." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Sarkorian God-caller Garb", @@ -6902,8 +6425,7 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "worn armor", "bulk": "L", @@ -6913,7 +6435,6 @@ "Relics & Remembrance Wares When you cast a 3-action summoning spell while wearing this armor, the summoned creature gains a magical sigil that matches the one on the armor. As long as it is within 30 feet of you, the summoned creature gains a +1 status bonus to AC.", "If it ever moves farther than 30 feet from you, the sigil fades and the creature loses the status bonus to AC, even if it later comes within 30 feet of you again." ], - "generic": false, "consumable": false }, { @@ -6930,11 +6451,10 @@ ], "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "usage": "worn armor", - "bulk": "1", + "bulk": 1, "category": "Armor", "entries": [ "The cuirass of this +1 deathless (see above) resilient leather armor, stitched to resemble an Osiriani scarab beetle, feels strangely chitinous. You gain resistance 5 to negative damage.", @@ -6948,16 +6468,12 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cast a 1st-level {@spell pest form}. You can only become a scarab beetle." ] } ], "craftReq": "Supply one casting of pest form.", - "generic": false, "consumable": false }, { @@ -6974,8 +6490,7 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "held in 1 hand", "bulk": "L", @@ -6984,17 +6499,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "The type of animal tongue used in this tomato-based stew shifts from region to region, but it's always cooked with spirit of wine and seasoned with refined pesh. Eating this restaurant-staff favorite empowers you to speak and understand a single language for 1 hour. This must be a language the stew's cook could speak and understand, chosen at the time of the stew's creation. It also helps your words land smoothly, granting you a +2 item bonus to {@skill Diplomacy} checks made in that language for the same duration. It doesn't allow you to read the newly acquired language in its written form." - ], - "generic": false, - "consumable": true + ] }, { "name": "Shade Hat", @@ -7010,8 +6522,7 @@ ], "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "usage": "worn headwear", "bulk": "L", @@ -7019,7 +6530,6 @@ "entries": [ "This comfortable and stylish wide-brimmed hat magically protects you from the worst of the heat in hot areas, even when the heat doesn't come from the sun. While wearing the shade hat, you are protected from mild and severe heat (but not extreme heat)." ], - "generic": false, "consumable": false }, { @@ -7034,8 +6544,7 @@ ], "price": { "coin": "sp", - "amount": 8, - "note": null + "amount": 8 }, "usage": "applied to a shield", "category": "Modification", @@ -7047,7 +6556,6 @@ "There are numerous methods to modify shields\u2014snarling rods to catch weapons, bladed edges, padding for nonlethal strikes, and so on\u2014but all share basic functionality. A shield augmentation can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing an augmentation can't be combined with an attached weapon, like shield spikes.", "A shield augmentation grants your shield one or more weapon traits, chosen when the augmentation is created. You can either choose to add the {@trait backswing} or {@trait forceful} trait, or you can choose two of the following weapon traits: {@trait disarm}, {@trait nonlethal}, {@trait shove}, {@trait thrown 10 feet}, {@trait trip}, or {@trait versatile S}." ], - "generic": false, "consumable": false }, { @@ -7063,12 +6571,12 @@ ], "price": { "coin": "gp", - "amount": 210, - "note": null + "amount": 210 }, "usage": "worn", - "bulk": "1", - "category": "Worn", + "bulk": 1, + "category": "Assistive Item", + "subCategory": "Prosthesis", "entries": [ "This prosthetic arm is imbued with transmutation magic that can transform it into a weapon.", { @@ -7081,8 +6589,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, "requirements": "You are holding a one-handed weapon", "entries": [ "The prosthesis engulfs the weapon and absorbs it entirely. The weapon is unavailable until you use this Activation to release it from the prosthesis. The prosthesis can hold up to two items at a time." @@ -7101,8 +6607,6 @@ "unit": "minute", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of any etched runes. The prosthesis remains in this weapon's form until you use this Activation again to revert it back to a prosthesis.", "Parts of Reclaimed Paradise look more like an upscale spa resort than a vehicle scrapyard. A 14-foot-tall white stone wall lines the large yard's perimeter.", @@ -7110,7 +6614,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -7231,8 +6734,7 @@ "type": "siccatite chunk", "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "bulk": "L", "entries": [] @@ -7241,10 +6743,9 @@ "type": "siccatite ingot", "price": { "coin": "gp", - "amount": 5000, - "note": null + "amount": 5000 }, - "bulk": "1", + "bulk": 1, "entries": [] }, { @@ -7337,10 +6838,9 @@ "level": 8, "price": { "coin": "gp", - "amount": 400, - "note": null + "amount": 400 }, - "bulk": "1", + "bulk": 1, "craftReq": "siccatite worth at least 50 gp The shield has Hardness 4, HP 16, BT 8. Resistance 10 to the corresponding damage type and 5 to the opposing type.", "entries": [] }, @@ -7349,10 +6849,9 @@ "level": 8, "price": { "coin": "gp", - "amount": 440, - "note": null + "amount": 440 }, - "bulk": "2", + "bulk": 2, "craftReq": "siccatite worth at least 55 gp The shield has Hardness 6, HP 24, BT 12. Resistance 10 to the corresponding damage type and 5 to the opposing type.", "entries": [] }, @@ -7362,10 +6861,9 @@ "level": 16, "price": { "coin": "gp", - "amount": 8000, - "note": null + "amount": 8000 }, - "bulk": "1", + "bulk": 1, "craftReq": "siccatite worth at least 4,000 gp The shield has Hardness 7, HP 28, BT 14. Resistance 20 to the corresponding damage type and 10 to the opposing type.", "entries": [] }, @@ -7374,10 +6872,9 @@ "level": 16, "price": { "coin": "gp", - "amount": 8800, - "note": null + "amount": 8800 }, - "bulk": "2", + "bulk": 2, "craftReq": "siccatite worth at least 4,400 gp The shield has Hardness 10, HP 40, BT 20. Resistance 20 to the corresponding damage type and 10 to the opposing type.", "entries": [] } @@ -7440,18 +6937,16 @@ ], "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "arrow, bolt" @@ -7459,9 +6954,7 @@ "category": "Consumable", "entries": [ "Silencing ammunition is particularly dense and seems to dampen sounds around it. On a successful {@action Strike}, an activated piece of silencing ammunition creates a 2nd-level {@spell silence} effect on the target. The target can resist the effects of the ammunition with a successful DC 25 Will save, though it takes a \u20132 circumstance penalty if the {@action Strike} was a critical hit. While the effect is active, the target can use an {@action Interact} action to try to tug out the arrow or bolt and end the effect early; this requires a successful DC 25 Will save." - ], - "generic": false, - "consumable": true + ] }, { "name": "Silhouette Cloak", @@ -7478,11 +6971,9 @@ ], "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "usage": "worn cloak", - "bulk": "\u2014", "category": "Worn", "entries": [ "In bright light, this dark cloak shimmers with patches of color that shift and move even when the cloth is still. In dim light or darkness, the cloak seems to blend into your surroundings and grants you a +3 item bonus to {@skill Stealth} checks.", @@ -7496,9 +6987,6 @@ "components": [ "(1 minute)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You and objects you wear or carry fall into your shadow, becoming a twodimensional silhouette. In this form you aren't incorporeal, but you also don't have a solid form and don't occupy your space, allowing other creatures to pass through or end their turn there. You gain resistance 20 to all damage except force damage, damage from effects with the {@trait light} trait, and damage from Strikes with the ghost touch property rune. This increases to resistance 40 against nonmagical damage. Other creatures can't attempt Strength-based skill checks against you.", "Your land and climb Speeds both become 40 feet. You can't use actions except {@action Climb}, {@action Step}, or {@action Stride} actions using the granted Speeds or an {@action Interact} activation to return to your normal form. If your current space doesn't have sufficient room for you to return to your normal form, you return to your normal form in the nearest open space." @@ -7518,13 +7006,11 @@ "freq": 1 }, "trigger": "You take damage", - "requirements": null, "entries": [ "You fold the cloak over yourself and vanish into your shadow for a moment, gaining the benefits of the first activation until the end of the current creature's turn. The damage resistance applies to the triggering damage." ] } ], - "generic": false, "consumable": false }, { @@ -7540,8 +7026,7 @@ ], "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, "usage": "held in one hand", "bulk": "L", @@ -7561,15 +7046,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You animate the silkspinner's shield. Eight spider legs sprout from the shield's rim, granting you a climb Speed of 25 feet until the end of your next turn. Additionally, the spinnerets animate and produce silk for 1 minute.", "Successful shield bash Strikes made with the silkspinner's shield during this time entangle the target in silk. The target takes a \u201310-foot circumstance penalty to its Speeds for 1 round. If your {@action Strike} was a critical hit, the target becomes {@condition immobilized} for 1 round instead. Regardless, the target can attempt to {@action Escape} (DC 30) to end the effect early." ] } ], - "generic": false, "consumable": false }, { @@ -7586,18 +7068,16 @@ ], "price": { "coin": "gp", - "amount": 550, - "note": null + "amount": 550 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "Any" @@ -7606,9 +7086,7 @@ "entries": [ "Singularity ammunition seems to pull in the light around it, swirling along the surface in a misty pattern. An activated singularity arrow creates a strong gravitational force, centered on the creature hit.", "All creatures in a 10-foot emanation from the target must succeed at a DC 30 Fortitude save or be pulled 5 feet closer to the target. The singularity then explodes, dealing {@damage 7d12} bludgeoning damage to the original target and all creatures in a 5-foot emanation (DC 28 basic Reflex save)." - ], - "generic": false, - "consumable": true + ] }, { "name": "Sky Serpent Bolt", @@ -7626,8 +7104,7 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "activate": { "activity": { @@ -7635,10 +7112,9 @@ "unit": "varies", "entry": "{@as 1} or {@as 2}" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "bolt" @@ -7647,9 +7123,7 @@ "entries": [ "This azure bolt is carved in the shape of an undulating snake, its bared fangs framing the point of its head. When an activated sky serpent bolt successfully hits a target, the bolt takes the form of a snake made of pure lightning, dealing {@damage 2d12} electricity damage to all creatures in a 30-foot line (DC 19 basic Reflex save) starting from the target.", "If you spent 2 actions to activate the sky serpent bolt, then the line is 60 feet long, and at a single point in the line, you can change the remainder of the line's path by up to a 90-degree angle." - ], - "generic": false, - "consumable": true + ] }, { "name": "Skyrider Sword", @@ -7664,7 +7138,7 @@ "Transmutation" ], "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a {@trait Medium}-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it.", @@ -7681,8 +7155,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't {@action Strike} with your weapon except via the weapon's other activation (see below). You can {@action Dismiss} the activation, and it ends automatically if you cease holding the weapon with at least one hand." ] @@ -7696,8 +7168,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "You are riding on your weapon", "entries": [ "You ride your weapon into a foe, attacking it as you fly past. You {@action Fly}, making a melee {@action Strike} with the weapon once at any point during your movement." @@ -7711,8 +7181,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "entries": [] }, @@ -7721,8 +7190,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 32000, - "note": null + "amount": 32000 }, "entries": [ "The sword is a +3 greater striking greater shock greatsword.", @@ -7740,15 +7208,13 @@ "level": 3, "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "worn eyepiece", "category": "Worn", "entries": [ "These goggles use lenses made out of smoked glass to protect against creatures with gaze attacks. While wearing smoked goggles, you're always considered to be {@action Avert Gaze||Averting your Gaze}, but all creatures have {@condition concealed||concealment} from you. The fact that the goggles conceal creatures is part of what grants the wearer the item's benefits. If you have a way to negate the {@condition concealment} from the smoked goggles, you no longer gain the benefit, either." ], - "generic": false, "consumable": false }, { @@ -7764,15 +7230,13 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "applied to belt, cape, cloak, or scarf", "category": "Rune", "entries": [ "This animated item attempts to catch you when you fall. You can attempt to {@action Grab an Edge} (Core Rulebook 472), even if your hands are tied behind your back or otherwise {@condition restrained}, so long as there's a solid edge within 10 feet. If you roll a success, you can Grab the Edge even if you don't have a hand free." ], - "generic": false, "consumable": false }, { @@ -7789,8 +7253,7 @@ ], "price": { "coin": "gp", - "amount": 7, - "note": null + "amount": 7 }, "usage": "held in 2 hands", "bulk": "L", @@ -7799,17 +7262,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "You can toss sneezing powder at an adjacent creature as an {@action Interact} action. The target must attempt a DC 15 Fortitude save to avoid sneezing. On a failed save, the creature sneezes uncontrollably, becoming {@condition slowed|CRB|slowed 1} for 1 round. On a critical failure, the creature is instead {@condition slowed|CRB|slowed 1} for 3 rounds." - ], - "generic": false, - "consumable": true + ] }, { "name": "Soft-landing", @@ -7824,8 +7284,7 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "applied to boots, cape, cloak, or umbrella", "category": "Rune", @@ -7845,13 +7304,11 @@ "freq": 1 }, "trigger": "You begin to fall", - "requirements": null, "entries": [ "You gain the effects of feather fall for 1 minute or until you stop falling, whichever comes first." ] } ], - "generic": false, "consumable": false }, { @@ -7867,8 +7324,7 @@ ], "price": { "coin": "gp", - "amount": 2700, - "note": null + "amount": 2700 }, "usage": "applied to shield", "category": "Rune", @@ -7883,8 +7339,6 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, "requirements": "Your spell-bastion shield is storing a spell, and you have your shield raised", "entries": [ "You prepare to unleash the stored spell on any foe that hits you until your next turn." @@ -7899,7 +7353,6 @@ "components": [ "command" ], - "frequency": null, "trigger": "You use the Shield Block reaction against a foe that the stored spell can target", "requirements": "You have a spell stored in your spell-bastion shield, and you've activated the shield since your last turn in preparation for unleashing the spell", "entries": [ @@ -7915,15 +7368,11 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You harmlessly expend the stored spell. This frees the shield to have a new spell cast into it." ] } ], - "generic": false, "consumable": false }, { @@ -7934,18 +7383,15 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "worn", - "bulk": "\u2014", "category": "Assistive Item", "subCategory": "Supports and Splints", "entries": [ "Splints can be applied to the following joints: finger, hand, wrist, elbow, knee, and shin. They are strapped to the desired area but are more rigid in structure than supports and braces, with metal or wooden bars pulled firmly against the bone structure to provide constant support (ring splints only attach to a single digit)", "They are a little less flexible, but you still have full use of your limbs and fingers when using one. You still have full mobility of the limb when not wearing it, but the limb becomes painful and feels less secure without the extra support it normally has, which might present physical symptoms." ], - "generic": false, "consumable": false }, { @@ -7962,27 +7408,23 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ "This small bronze cylinder is about the size of a potion bottle. When you activate the launcher, it fires an unattached net requiring only a single hand, and at a greater distance. As normal, you make a ranged attack roll against a {@trait Medium} or smaller creature, but you can target a creature up to 60 feet away, instead of only 20 feet away. The net trap otherwise functions as an unattached net (Pathfinder Advanced Player's Guide 249)." - ], - "generic": false, - "consumable": true + ] }, { "name": "Staff Of Final Rest", @@ -7997,12 +7439,11 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "Historia Reliquary Wares." ], - "generic": false, "consumable": false }, { @@ -8018,20 +7459,15 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to {@skill Survival} checks while in the Dreamlands and to checks to {@action Recall Knowledge} about creatures with the {@trait dream} trait.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, - "frequency": null, - "trigger": null, - "requirements": null, + "components": [ + "Cast a Spell" + ], "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -8045,8 +7481,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ { @@ -8064,8 +7499,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [ { @@ -8083,8 +7517,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [ { @@ -8126,8 +7559,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 130, - "note": null + "amount": 130 }, "entries": [] }, @@ -8136,8 +7568,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "entries": [ "The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance)." @@ -8148,8 +7579,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance)." @@ -8160,8 +7590,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 12500, - "note": null + "amount": 12500 }, "entries": [ "The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the {@condition persistent damage ||persistent bleed damage})." @@ -8186,8 +7615,7 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "category": "Snare", "entries": [ @@ -8200,9 +7628,7 @@ "Critical Failure": "As failure, and the target attracts nearby dirt and dust. If the target is or becomes {@condition invisible}, it's merely {@condition hidden} to creatures that have sight as a precise sense. This effect lasts as long as the {@condition persistent damage ||persistent electricity damage} does. \"I've bit off more than I can chew? Oh no, the bite's not just for me\u2014meals are meant to be shared!\" The Mask and Moon is one of the most notable restaurants in Absalom; its proprietor is equally famous. The main dining area is beneath a soaring, open-sided oak timber frame roofed with glazed clay tiles in white, red, blue, and gold. Two spiraling posts evoking the Mordant Spire flank the wide entrance. At the apex of the entryway hangs a full moon shield inlaid with a simplified Spire mask emblem." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Stone Circle", @@ -8236,8 +7662,6 @@ "freq": 1, "unit": "week" }, - "trigger": null, - "requirements": null, "entries": [ "When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an {@action Interact} action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state.", "When you cast a ritual of 5th level or lower within the stone circle, the first failure on a secondary check is improved by one degree of success (a critical failure becomes a failure and a failure becomes a success). Once you complete a ritual within the stone circle, regardless of the result, the stones collapse and it reverts back to its original form." @@ -8251,8 +7675,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [] }, @@ -8261,14 +7684,31 @@ "level": 19, "price": { "coin": "gp", - "amount": 32000, - "note": null + "amount": 32000 }, "entries": [ - "The circle can be activated once per day. It provides its benefit when casting a ritual of any level, and it improves the secondary check with the worst degree of success by one degree of success, even if that secondary check succeeded.", - "\"An emperor's trash is a beggar's treasure.\" Squeezed between larger and more exclusive businesses, Lost & Found is easy to miss. The entire store is barely wider than its front door, which bears a simple sign reading \"Lost & Found, Yggwil, prop.\" The shop is several stories high and includes a basement, each level connected by a spiral staircase at the rear of the building. Each floor has room for only a single corridor with shelves on both sides. Yggwil, or one of his half-dozen employees, can usually be found behind a desk situated halfway along the ground floor, on the right, in a niche between towering bookcases.", - "He greets potential customers with a studious gaze and a gravelly \"Good morning,\" regardless of the time of day." - ] + "The circle can be activated once per day. It provides its benefit when casting a ritual of any level, and it improves the secondary check with the worst degree of success by one degree of success, even if that secondary check succeeded." + ], + "_mod": { + "entries": [ + { + "mode": "replaceTxt", + "replace": "week", + "with": "day" + }, + { + "mode": "replaceTxt", + "replace": "of 5th level or lower", + "with": "" + }, + { + "mode": "replaceTxt", + "replace": "the first failure on a secondary check is improved by one degree of success \\(a critical failure becomes a failure and a failure becomes a success\\).", + "with": "the secondary check with the worst degree of success is improved by one degree of success, even if that secondary check succeeded" + } + ] + }, + "entriesMode": "generic" } ], "consumable": false @@ -8287,18 +7727,16 @@ ], "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "arrow, bolt" @@ -8315,9 +7753,7 @@ "Critical Failure": "As failure, and the target is {@condition enfeebled|CRB|enfeebled 2} for 1 round." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Sulfur Bomb", @@ -8341,10 +7777,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -8358,8 +7793,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The bomb deals {@damage 1d4} acid damage and 1 acid splash damage." @@ -8375,8 +7809,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "You gain a +1 item bonus to attack rolls. The bomb deals {@damage 2d4} acid damage and 2 acid splash damage." @@ -8392,8 +7825,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 275, - "note": null + "amount": 275 }, "entries": [ "You gain a +2 item bonus to attack rolls. The bomb deals {@damage 3d4} acid damage and 3 acid splash damage." @@ -8409,8 +7841,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 2750, - "note": null + "amount": 2750 }, "entries": [ "You gain a +3 item bonus to attack rolls. The bomb deals {@damage 4d4} acid damage and 4 acid splash damage." @@ -8428,8 +7859,7 @@ "replace": "A sulfur bomb deals the listed damage." }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Support", @@ -8439,18 +7869,15 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "worn", - "bulk": "\u2014", "category": "Assistive Item", "subCategory": "Supports and Splints", "entries": [ "Supports, also commonly known as braces, can be applied to any of the following major joints: wrist, elbow, knee, and ankle. They typically strap around the desired area and provide not only support but warmth that soothes aches and pains.", "You can still use your limb or joint even if you're not wearing your support, but you might feel aches and pains that are worse than usual and may manifest into physical symptoms." ], - "generic": false, "consumable": false }, { @@ -8468,11 +7895,10 @@ ], "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "usage": "worn collar", - "bulk": "1", + "bulk": 1, "category": "Companion", "entries": [ "This sturdy leather collar is imprinted with tessellated animal shapes. When invested, the animal shapes change to match that of your companion.", @@ -8490,14 +7916,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You touch the collar and your companion splits into a swarm of hundreds of identical Tiny versions of itself for 1 minute. Its space becomes {@trait Large}, it gains the weaknesses and resistances of a spider swarm (Bestiary 306), and the {@trait swarm} trait, though it doesn't gain swarm mind, as it's {@condition controlled} by a single mind. Its unarmed attacks are replaced with a single-action swarming attack that deals {@dice 1d8} damage of the type normally inflicted by the companion's unarmed attacks to any foe in its space, with a DC 23 basic Reflex save. While in swarm form, your companion can take the Support action but can't perform its advanced maneuver. Its other statistics don't change. If the companion is reduced to 0 Hit Points while in swarm form, the companion immediately recombines into its original form in an available space, in addition to the usual effects of being reduced to 0 Hit Points." ] } ], - "generic": false, "consumable": false }, { @@ -8522,8 +7945,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "entries": [] }, @@ -8532,8 +7954,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 420, - "note": null + "amount": 420 }, "entries": [ "An impenetrable swarmsuit is made of expensive, finely crafted mesh designed to completely prevent swarms from getting inside. You gain resistance 10 to physical damage from swarms while wearing an impenetrable swarmsuit, rather than 3." @@ -8557,8 +7978,7 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "category": "Snare", "entries": [ @@ -8572,9 +7992,7 @@ "Critical Failure": "As failure, but the creature takes a direct hit. It takes {@damage 2d6} bludgeoning damage and is pushed 10 feet in the direction the rocket faces." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Tear-away Clothing", @@ -8584,8 +8002,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "modifies existing clothing", "category": "Modification", @@ -8594,7 +8011,6 @@ "Performers and criminals are both known to use disposable clothing designed to be torn off the body quickly and easily.", "This garment is loose enough to be worn over another outfit, including light armor. You can remove tear-away clothing with an {@action Interact} action. The price for tear-away clothing is to modify an existing outfit. If purchasing a new outfit, add the tear-away clothing's price to the outfit to modify it as part of the purchase." ], - "generic": false, "consumable": false }, { @@ -8611,8 +8027,7 @@ ], "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "usage": "held in 1 hand", "bulk": "L", @@ -8621,10 +8036,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Consumable", "entries": [ @@ -8638,18 +8052,14 @@ "components": [ "Interact" ], - "frequency": null, "trigger": "You would take damage from a physical attack", - "requirements": null, "entries": [ "You intercept the attack with a pair of your wings. You gain resistance 15 against physical damage for the triggering attack only, shattering one set of your wings in the process. The first time you use this Activation, your fly Speed becomes 15 feet, or half your Speed, whichever is lower, for the duration. After the second time, your mudwings are shattered entirely, ending the effect.", "\"Beauty can be a cage, and the flesh can be a prison. The purpose of our art is not the obfuscation of truth, but its revelation.\" This boutique is seamlessly constructed from polished white stone, with nearly every inch covered in sprawling, lifelike reliefs of blooming ivy, berry-laden branches, and small animals such as songbirds, foxes, and hares.", "The shop's interior, which smells brightly of fresh fir tips and petrichor, is a marriage between opulence and austerity. Marble floors the color of freshly fallen snow and plaster bas-reliefs depicting birch trees frame arched entryways and extend upwards, supporting the vaulted ceilings." ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Toadskin Salve", @@ -8677,9 +8087,7 @@ "components": [ "Interact" ], - "frequency": null, "trigger": "You hit a creature with a melee", - "requirements": null, "entries": [ "You fling mucus on the creature, dealing {@damage 1d4} {@condition persistent damage ||persistent poison damage}." ] @@ -8693,9 +8101,7 @@ "components": [ "Interact" ], - "frequency": null, "trigger": "You are hit with a melee attack that deals physical damage", - "requirements": null, "entries": [ "The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack." ] @@ -8708,8 +8114,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [] }, @@ -8718,8 +8123,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [ "The {@condition persistent damage ||persistent poison damage} increases to {@dice 2d4}, and the resistance increases to 5." @@ -8747,8 +8151,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 225, - "note": null + "amount": 225 }, "entries": [ "The {@condition persistent damage ||persistent poison damage} increases to {@dice 3d4}, the resistance increases to 8, and the duration increases to up to 1 hour if you don't use the reaction." @@ -8777,8 +8180,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Toy Carriage", @@ -8797,8 +8199,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [ "Usage held in one hand; Bulk \u2014If pushed and released as an {@action Interact} action, a toy carriage rolls along the ground up to 20 feet." @@ -8809,8 +8210,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [ "Usage held with two hands; Bulk LA tiny crank protrudes from the side of this carriage. If the crank is wound and the carriage is released on the ground, the carriage propels in a straight line at a Speed of 10 feet.", @@ -8838,10 +8238,9 @@ "number": 2, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "any" @@ -8857,8 +8256,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "entries": [] }, @@ -8867,8 +8265,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 1250, - "note": null + "amount": 1250 }, "entries": [ "When you teleport, you can take along up to two willing adjacent creatures. These creatures must each arrive in unoccupied squares adjacent to the transposition ammunition; if there's not enough space for both of them, you choose which one is teleported." @@ -8882,8 +8279,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Twining Chains", @@ -8897,11 +8293,10 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "applied to armor", - "bulk": "1", + "bulk": 1, "category": "Modification", "subCategory": "Armor", "appliesTo": [ @@ -8922,7 +8317,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -8940,11 +8334,10 @@ ], "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "The blade of this +2 greater striking wounding scythe is sharp enough to produce a whistling sound when swung through the air. The shaft is made of ebony wood with a sickly shine to it, much like the shine of infected wounds and contaminated water.", @@ -8957,9 +8350,7 @@ "components": [ "command" ], - "frequency": null, "trigger": "An enemy critically succeeds at an attempt to {@action Disarm} you", - "requirements": null, "entries": [ "As the scythe leaves your hand, it drinks the triggering creature's blood. The creature must succeed at a DC 30 Fortitude save or become {@condition drained|CRB|drained 2} ({@condition drained|CRB|drained 3} on a critical failure). If the triggering creature becomes {@condition drained}, you gain temporary Hit Points equal to the triggering creature's level. You lose any remaining temporary Hit Points after 1 minute." ] @@ -8977,15 +8368,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ - "The scythe drains life essence from your opponent into you. You gain a number of temporary Hit Points equal to half the slashing damage the scythe dealt to the foe. You lose any remaining temporary Hit Points after 1 minute.", - "On paper, this shop is owned and operated by Roswine Yarindam (NG female dwarf witch), but most shoppers know that the driving force behind the operation is Cabbage, her tabby cat familiar. The pair traveled from Highhelm throughout Avistan and Garund on many adventures, before deciding to retire to Absalom and take in familiars whose partners have since died or are nowhere to be found. Cabbage knew that Roswine would quickly become tied up in the day-to-day activities of caring for older familiars and proposed opening a storefront to mitigate the cost of care. She agreed, and the pair settled down in the bazaar about three years ago, slowly becoming a regular, welcome presence for locals." + "The scythe drains life essence from your opponent into you. You gain a number of temporary Hit Points equal to half the slashing damage the scythe dealt to the foe. You lose any remaining temporary Hit Points after 1 minute." ] } ], - "generic": false, "consumable": false }, { @@ -9011,10 +8398,9 @@ "number": 1, "unit": "action" }, - "components": "Strike", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Strike" + ] }, "category": "Bomb", "entries": [ @@ -9027,8 +8413,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 4, - "note": null + "amount": 4 }, "entries": [ "The bomb deals {@damage 1d6} mental damage and 1 mental splash damage." @@ -9044,8 +8429,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [ "You gain a +1 item bonus to attack rolls. The bomb deals {@damage 2d6} mental damage and 2 mental splash damage." @@ -9061,8 +8445,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "You gain a +2 item bonus to attack rolls. The bomb deals {@damage 3d6} mental damage and 3 mental splash damage." @@ -9078,8 +8461,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "You gain a +3 item bonus to attack rolls. The bomb deals {@damage 4d6} mental damage and 4 mental splash damage." @@ -9097,8 +8479,7 @@ "replace": "the listed mental damage and mental splash damage." }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Vine Of Roses", @@ -9115,11 +8496,10 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "usage": "held in 2 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This +1 striking disrupting spiked chain comes in a rich, green color with rose petals painted on the handle in varying shades of red and pink. The chain seems to banish nearby shadows.", @@ -9132,9 +8512,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You hold the chain out before you, and the weapon glows as bright as a torch. You can suppress this light by {@action Activate an Item||Activating} the weapon again." ] @@ -9153,13 +8530,11 @@ "freq": 1 }, "trigger": "You critically succeed at a {@action Strike} against a fiend or undead", - "requirements": null, "entries": [ "The weapon unleashes its light in an attempt to destroy the target. The vine of roses casts a 3rd-level {@spell searing light} spell with the triggering creature as the target. In place of a spell attack roll, make a weapon attack roll with the vine of roses using the same multiple attack penalty as the triggering {@action Strike}." ] } ], - "generic": false, "consumable": false }, { @@ -9168,7 +8543,7 @@ "page": 93, "type": "Item", "level": "0+", - "bulk": "1", + "bulk": 1, "category": "no category found", "entries": [ "This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook." @@ -9180,8 +8555,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [] }, @@ -9190,8 +8564,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "entries": [ "The plates of this waffle iron feature a noble insignia, a religious symbol, or other design to imprint onto the pastry." @@ -9202,8 +8575,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 355, - "note": null + "amount": 355 }, "entries": [ "The plates of this waffle iron are made of standard-grade mithral rather than iron and might bear an imprint on the plates. As with other mithral cookware, food rarely sticks to a mithral waffle iron. As it's made of mithral, this is an uncommon item." @@ -9214,8 +8586,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 6005, - "note": null + "amount": 6005 }, "entries": [ "Truly fit for emperors and demigods, this waffle iron is made of high-grade mithral. Although most metallurgists are certain that the much more affordable standard-grade mithral waffle iron maintains mithral's full non-stick properties, the super elite insist that only waffles made from high-grade mithral waffle irons conform to the most perfect shape and texture.", @@ -9240,8 +8611,7 @@ ], "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "usage": "held in 1 hand", "bulk": "L", @@ -9250,18 +8620,14 @@ "This red maple wand carved into a tongue of flame feels warm in your hand.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, + "components": [ + "Cast a Spell" + ], "frequency": { "freq": 1, "unit": "day", "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell faerie fire}. For the duration of the spell, you can use the limning flames as a source for your magic. Creatures affected by your faerie fire must succeed at a Will save against your spell DC or take a \u20132 status penalty to their Will saves against enchantment and illusions spells as long as they are affected by faerie fire.", "You can cast an enchantment or illusion spell on such a creature up to a distance twice the spell's normal range. If the spell has a range of touch, or doesn't have a range, it is unaffected by the increase in range from the faerie fire." @@ -9269,7 +8635,6 @@ } ], "craftReq": "Supply a casting of faerie fire.", - "generic": false, "consumable": false }, { @@ -9292,18 +8657,14 @@ "This wand juts from an ornate hilt like a short, wooden dagger blade.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, + "components": [ + "Cast a Spell" + ], "frequency": { "freq": 1, "unit": "day", "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell spiritual weapon} of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: {@item corrosive}, {@item flaming}, {@item frost}, {@item shock}, {@item thundering}, or their respective greater versions. The spiritual weapon's {@action Strike||Strikes} gain the effects of this rune." ] @@ -9317,8 +8678,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "entries": [] }, @@ -9327,8 +8687,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [] }, @@ -9337,8 +8696,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [] }, @@ -9347,8 +8705,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "entries": [] } @@ -9375,18 +8732,14 @@ "A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, + "components": [ + "Cast a Spell" + ], "frequency": { "freq": 1, "unit": "day", "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell sound burst} of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below {@dice 2d10}. The echoes don't affect structures or other items." ] @@ -9400,8 +8753,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -9410,8 +8762,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1500, - "note": null + "amount": 1500 }, "entries": [] }, @@ -9420,8 +8771,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [] }, @@ -9430,8 +8780,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [] }, @@ -9440,8 +8789,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "entries": [] }, @@ -9450,8 +8798,7 @@ "level": 19, "price": { "coin": "gp", - "amount": 40000, - "note": null + "amount": 40000 }, "entries": [] } @@ -9486,9 +8833,6 @@ "envision", "{@action Interact}" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire.", "After the activation, you gain the effects of {@spell illusory disguise}, except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise.", @@ -9503,8 +8847,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [] }, @@ -9513,8 +8856,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1250, - "note": null + "amount": 1250 }, "entries": [ "You gain a +2 item bonus to a specific {@skill Lore} skill associated with your outfit, such as {@skill Lore||Carpentry Lore} when wearing a carpenter's outfit or {@skill Lore||Cooking Lore} when wearing a chef's outfit.", @@ -9533,8 +8875,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell prying eye}." ] @@ -9546,8 +8886,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 55000, - "note": null + "amount": 55000 }, "entries": [ "You gain +3 item bonus to {@skill Perception} checks involving sight and a +3 item bonus to a specific {@skill Lore} skill associated with your outfit.", @@ -9566,8 +8905,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell prying eye}." ] @@ -9587,8 +8924,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be {@action Craft||Crafted}, such as artifacts. This process is irreversible." ] @@ -9613,8 +8948,7 @@ ], "price": { "coin": "gp", - "amount": 130, - "note": null + "amount": 130 }, "usage": "worn barding", "bulk": "L", @@ -9634,15 +8968,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You trace a finger along the wave patterns on the barding, granting your companion a swim Speed of 30 feet for 10 minutes. If your companion already had a swim Speed, it gains a +10-foot item bonus to its swim Speed for 10 minutes instead. Even if the companion doesn't have the mount special ability, it can still {@action Swim} while being ridden.", "\"Share a giggle, make a friend!\" Merrygleam is a combination toy shop, joke shop, and empyreal shrine run by a fun-loving Arcadian goblin and her siblings\u2014a clever coral capuchin and a prank-pulling living doll." ] } ], - "generic": false, "consumable": false }, { @@ -9661,17 +8992,14 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "category": "Snare", "entries": [ "A {@condition hidden} copper plate conceals a bag of electric eels. When a creature steps on the plate, the eels become agitated, and the creature takes {@damage 4d8} electricity damage (DC 21 basic Reflex save). On a critical failure, the current causes the creature to become {@condition stunned|CRB|stunned 2}. The eels are unharmed after use, but the mechanism is {@condition broken} as usual for snares.", "An intricate maze of well-ordered exhibits and shelves, the Historia Reliquary is almost more of a museum than a store. The front is covered with a heavy black curtain that is pinned in place with wooden stakes to prevent passersby from sneaking a look at what is inside.", "Erikanesh charges a modest admission fee of one silver piece, though they happily waive it for anyone with items to add to the Reliquary's inventory." - ], - "generic": false, - "consumable": true + ] }, { "name": "Wheel Blades", @@ -9681,8 +9009,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "category": "Assistive Item", "subCategory": "Wheelchair Upgrade", @@ -9690,7 +9017,6 @@ "A set of large blades have been attached to your chair's wheels. While in the chair, you gain a wheel blade {@action Strike}.", "Your wheel blade deals {@damage 1d4} slashing damage and has the agile, {@trait attached}, and {@trait free-hand} traits. A wheel blade is a simple melee weapon in the sword weapon group. You can etch weapon runes onto wheel blades. A wheelchair can only have one attached weapon." ], - "generic": false, "consumable": false }, { @@ -9701,8 +9027,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "category": "Assistive Item", "subCategory": "Wheelchair Upgrade", @@ -9710,7 +9035,6 @@ "A set of thick, sharp spikes have been added to the chair's wheels, granting you a piercing attack. While in the chair, you gain a wheel spike {@action Strike}. Your wheel spike deals {@damage 1d4} piercing damage and has the agile, {@trait attached}, and {@trait free-hand} traits. A wheel spike is a simple melee weapon in the knife weapon group. You can etch weapon runes onto wheel spikes.", "A wheelchair can only have one attached weapon." ], - "generic": false, "consumable": false }, { @@ -9721,8 +9045,7 @@ "level": 0, "price": { "coin": "sp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "held in 2 hands", "bulk": "5", @@ -9732,7 +9055,6 @@ "You can raise or place a wheelbarrow using an {@action Interact} action and can {@action Stride} your normal Speed while you have the wheelbarrow raised, though you're {@condition encumbered} while pushing a wheelbarrow. You can {@action Release} a wheelbarrow as normal, but a loaded wheelbarrow has a chance of tipping over if you don't place it down with care. When you {@action Release} a wheelbarrow, attempt a DC {@flatDC 7} flat check. On a failure, the wheelbarrow tips over, spilling its contents into a randomly determined adjacent space.", "\"Of course I have a half-gallon of djezet in stock. And you're lucky I'm the one selling it, because frankly, whatever you plan to do with that would make a less professional merchant rather curious.\" Tesyovensku works out of a moderately-sized warehouse off the Bazaar proper that they rent out as storage to construction material suppliers. The warehouse is often full of wooden beams, bricks, and bags of cement as a result, giving it an aroma of fresh-milled lumber and damp stone." ], - "generic": false, "consumable": false }, { @@ -9750,8 +9072,7 @@ ], "price": { "coin": "gp", - "amount": 45, - "note": null + "amount": 45 }, "usage": "worn headwear", "bulk": "L", @@ -9763,7 +9084,6 @@ "The wooden stall simply has the word \"Menagerie\" painted on its awning. Wooden charms in the shape of the animals currently available hang from the center beam. Pieces of mundane tack and gear and simple ointments for general maladies are readily accessible.", "The stall also serves as a point of contact for potential buyers or a place to make appointments to have ill or injured animals checked." ], - "generic": false, "consumable": false }, { @@ -9790,8 +9110,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "entries": [] }, @@ -9800,8 +9119,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4250, - "note": null + "amount": 4250 }, "entries": [ "The bonus to Speed is +10 feet, and the minimum speed is 10 feet.", @@ -9825,8 +9143,7 @@ ], "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "bulk": "\u2014 (when not activated)", "category": "Structure", @@ -9844,16 +9161,11 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ - "The gaming piece transforms into a fully furnished stone tower 80 feet high and 30 feet in diameter. The tower is topped by a peaked wooden roof, with a wooden door on the second floor accessed by wooden stairs on the tower's exterior. A spiral staircase in the center of the tower connects its 6 floors. The bottom floor is empty, ideal for storage, and the second floor is a great hall for audiences and guests. The third and fourth floors are divided into servants quarters and guest rooms, while the top two floors feature luxurious personal chambers and an alchemy lab. You can revert the tower back to its original state by climbing to the top floor and using an action to speak a command word.", - "At first glance, the Clockwork Caravan has no obvious leader. The wagons and the lifelike clockwork creatures all travel seemingly without guidance or direction. But if one watches the caravan for several days (and a few mysterious figures have), they'll notice a man dressed in a blue-colored duster occasionally hopping out from the hollowed-out carapace of one of his clockwork creatures and checking the area. In a matter of minutes, he'll adjust direction and disappear, and the caravan's on its way again." + "The gaming piece transforms into a fully furnished stone tower 80 feet high and 30 feet in diameter. The tower is topped by a peaked wooden roof, with a wooden door on the second floor accessed by wooden stairs on the tower's exterior. A spiral staircase in the center of the tower connects its 6 floors. The bottom floor is empty, ideal for storage, and the second floor is a great hall for audiences and guests. The third and fourth floors are divided into servants quarters and guest rooms, while the top two floors feature luxurious personal chambers and an alchemy lab. You can revert the tower back to its original state by climbing to the top floor and using an action to speak a command word." ] } ], - "generic": false, "consumable": false }, { @@ -9868,7 +9180,7 @@ "Magical" ], "usage": "held in one hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it." @@ -9880,8 +9192,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 85, - "note": null + "amount": 85 }, "entries": [ "This shield has Hardness 5, Hit Points 40, and {@condition Broken} Threshold 20." @@ -9892,8 +9203,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 305, - "note": null + "amount": 305 }, "entries": [ "This shield has Hardness 8, Hit Points 64, and {@condition Broken} Threshold 32." @@ -9904,8 +9214,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 850, - "note": null + "amount": 850 }, "entries": [ "This shield has Hardness 10, Hit Points 80, and {@condition Broken} Threshold 40." @@ -9916,8 +9225,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 2550, - "note": null + "amount": 2550 }, "entries": [ "This shield has Hardness 13, Hit Points 104, and {@condition Broken} Threshold 52." @@ -9928,8 +9236,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 8500, - "note": null + "amount": 8500 }, "entries": [ "This shield has Hardness 15, Hit Points 120, and {@condition Broken} Threshold 60." @@ -9940,12 +9247,10 @@ "level": 19, "price": { "coin": "gp", - "amount": 34000, - "note": null + "amount": 34000 }, "entries": [ - "This shield has Hardness 17, Hit Points 136, and {@condition Broken} Threshold 68.", - "The Resplendent Rose is, in its fashion, a very elvish shop. Much of its front is wide-open, which gives an open-air feel and entices customers and interested parties to enter. The front archway is laden with garlands of spiked chains that give an impression of draping curtains, each lacquered a vivid green and serving as trellises for the shopkeep's beloved rose vines, though the soft pink blossoms don't entirely hide the thorns\u2014of vine and chain alike\u2014beneath. When the proprietor must leave the shop or rest, she seals this entrance with a tightly stretched curtain of her rose-wound spiked chains, each separately locked to the floor, and a simple sign reading the words \"Will Be Back Again!\" marked with the religious symbol of {@deity Shelyn}." + "This shield has Hardness 17, Hit Points 136, and {@condition Broken} Threshold 68." ] } ], diff --git a/data/items/items-lowg.json b/data/items/items-lowg.json index 9156a16dae..fcd45f34b6 100644 --- a/data/items/items-lowg.json +++ b/data/items/items-lowg.json @@ -14,16 +14,13 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder, a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. {@action Activate an Item||Activating} an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone." - ], - "generic": false + ] }, { "name": "Blessed Tattoo", @@ -40,11 +37,9 @@ ], "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "usage": "tattoo", - "bulk": "\u2014", "category": "Tattoo", "entries": [ "You can activate the tattoo as a reaction instead of a two-action activity, triggered when a demon attacks you or you attempt a saving throw against a demon's ability.", @@ -63,14 +58,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You gain the effect of protection against evil." ] } - ], - "generic": false + ] }, { "name": "Final Blade", @@ -102,16 +94,12 @@ "components": [ "(Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You execute a creature {@condition restrained} beneath the blade. The executed creature takes {@damage 11d10} slashing damage and must succeed at a DC 45 Fortitude save or be decapitated as though it suffered a critical hit with a natural 20 from a +3 major striking vorpal scythe.", "The soul of a creature executed with a final blade is trapped, and the creature can't be returned to life through any means, even a miracle or similar magic. A final blade can hold any number of souls in this way, and they can be released only through a complex ritual known only to the Gray Gardeners or through the destruction of the final blade." ] } - ], - "generic": false + ] }, { "name": "Golden Legion Epaulet", @@ -127,8 +115,7 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "worn epaulet", "bulk": "L", @@ -149,14 +136,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Issue an order as part of the command. You and each ally within 60 feet who follows that order gain a +1 status bonus to attack rolls, damage rolls, and saving throws against fear until the beginning of your next turn." ] } - ], - "generic": false + ] }, { "name": "Jellyfish Lamp", @@ -166,8 +150,7 @@ "level": 0, "price": { "coin": "gp", - "amount": 2, - "note": null + "amount": 2 }, "usage": "held in 1 hand", "bulk": "L", @@ -175,8 +158,7 @@ "entries": [ "These bioluminescent jellyfish are as bright as candles, come in a variety of colors, and can act as living lanterns. They dry up and die if removed from the water for more than 1 hour, but as long as they're allowed access to seawater, they can usually survive for up to 1 year by feeding on micronutrients.", "Rarely, a well-treated jellyfish lamp might live longer and potentially develop stronger light or additional abilities." - ], - "generic": false + ] }, { "name": "Sun Orchid Elixir", @@ -198,18 +180,14 @@ "number": 1, "unit": "action" }, - "components": "(Interact)", - "requirements": null, - "frequency": null, - "trigger": null + "components": "(Interact)" }, "category": "Elixir", "entries": [ "When you drink this elixir, you physically become as you were in whatever phase of your youth you desire. Your new body begins in peak health, regardless of what your actual condition was at that age.", "Any physical or mental imperfections\u2014 including scars, lost limbs, and curses, diseases, poisons of 20th level or lower\u2014 are removed, and you regain your full Hit Points. You immediately begin to age normally again, with your natural lifespan extended as if you had never aged past your new apparent age. You retain all your memories.", "Unlike {@skill Crafting} most items, brewing the sun orchid elixir takes 1 month's time. While an individual vial of sun orchid elixir isn't unique, the formula is unique, and it's known only to Artokus Kirran of Thuvia." - ], - "generic": false + ] }, { "name": "Swim Fins", @@ -219,16 +197,14 @@ "level": 0, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "worn shoes", "bulk": "L", "category": "Worn", "entries": [ "These flippers attach to your feet like tight shoes\u2014donning or removing them requires three {@action Interact} actions. While worn, you gain a +5-foot item bonus to the distance you move when rolling {@skill Athletics} to {@action Swim}, not when using a swim Speed, and you take a \u201310-foot item penalty to your Speed." - ], - "generic": false + ] } ] } diff --git a/data/items/items-ltiba.json b/data/items/items-ltiba.json index 4be774ed0b..02c8ff6a6d 100644 --- a/data/items/items-ltiba.json +++ b/data/items/items-ltiba.json @@ -16,7 +16,6 @@ "entries": [ "Granny's hedge trimmer resembles a polearm, with whirring blades attached to the end of a pole. The item can be used as a simple weapon in the {@group polearm} that deals {@damage 1d4} slashing damage." ], - "generic": false, "consumable": false } ] diff --git a/data/items/items-sli.json b/data/items/items-sli.json index 1e9e8da0c5..f878aefd24 100644 --- a/data/items/items-sli.json +++ b/data/items/items-sli.json @@ -13,16 +13,14 @@ ], "price": { "coin": "gp", - "amount": 480, - "note": null + "amount": 480 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This long, thin +1 striking wounding dagger has a smooth edge on one side and a serrated edge on the other. Its {@condition persistent damage ||persistent bleed damage} comes from slicing away long strips of the target's flesh, and it deals {@damage 1d8} {@condition persistent damage ||persistent bleed damage} on a hit instead of {@dice 1d6}. A creature takes a \u20132 status penalty to saving throws against diseases for as long as it has {@condition persistent damage ||persistent bleed damage} from this knife." ], - "generic": false, "consumable": false }, { @@ -38,17 +36,15 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "The head of this +1 striking returning spear is wrapped in greasy hide, and its head resembles a thick, clawed finger.", "On a critical hit, the target is {@condition enfeebled|CRB|enfeebled 1} for 1 minute, and you gain {@dice 1d8} temporary Hit Points that last for 1 minute." ], - "generic": false, "consumable": false }, { @@ -66,27 +62,24 @@ ], "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are an expert in {@skill Athletics}", - "frequency": null, "trigger": "You succeed at an {@skill Athletics} check to {@action Disarm}" }, "category": "Talisman", "entries": [ "A thin sheen of slick oil covers this gaudy button. When you activate the oily button, your attempts to {@action Disarm} your opponent of an item before the start of the opponent's next turn gain a +4 circumstance bonus instead of +2, and the \u20132 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item lasts until the end of its next turn or until it uses an {@action Interact} action to adjust its grip." - ], - "generic": false, - "consumable": true + ] }, { "name": "Putrescent Glob", @@ -103,27 +96,24 @@ ], "price": { "coin": "gp", - "amount": 65, - "note": null + "amount": 65 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You are an expert with the affixed weapon.", - "frequency": null, "trigger": "You damage a creature that is {@condition sickened|CRB|sickened 1} with a {@action Strike} using the affixed weapon" }, "category": "Talisman", "entries": [ "This repulsive, hairy glob dangles from the end of your weapon. When you activate the putrescent glob, the creature you damaged must succeed at a DC 23 Fortitude save or its {@condition sickened} condition increases to {@condition sickened|CRB|sickened 2}, and it can't reduce its {@condition sickened} condition until the end of its next turn. On a critical failure, it's also {@condition slowed|CRB|slowed 1} until the end of its next turn." - ], - "generic": false, - "consumable": true + ] }, { "name": "Sixfingers Elixir", @@ -145,10 +135,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Elixir", "entries": [ @@ -162,8 +151,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "entries": [ "The duration is 10 minutes." @@ -174,8 +162,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "The duration is 1 hour." @@ -186,15 +173,13 @@ "level": 17, "price": { "coin": "gp", - "amount": 2500, - "note": null + "amount": 2500 }, "entries": [ "The duration is 8 hours." ] } - ], - "consumable": true + ] }, { "name": "Slime Whip", @@ -209,11 +194,10 @@ ], "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This thick, greasy +1 striking shifting whip is made from a slimy pseudopod. You don't take the usual \u20132 circumstance penalty to your attack rolls when using the slime whip to make a lethal attack. The whip's form can be changed just like any weapon with the shifting rune, but it reverts to its original form as soon as it isn't wielded. When in its whip form, you can use the following action.", @@ -231,14 +215,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "For 1 round, the slime whip deals acid damage rather than slashing damage. If the attack deals {@condition persistent damage}, the {@condition persistent damage} is also acid damage instead of its usual type." ] } ], - "generic": false, "consumable": false }, { @@ -256,28 +237,24 @@ ], "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You succeed at an" }, "category": "Talisman", "entries": [ "{@skill Acrobatics} check to {@action Tumble Through}, but you don't have enough Speed to move all the way through the enemy's space; Requirements You are an expert in {@skill Acrobatics}.", "This ribbon is constantly greasy to the touch and stains the armor it's affixed to. When you activate the slippery ribbon, your Speed increases by an amount necessary for you to move all the way through the enemy's space." - ], - "generic": false, - "consumable": true + ] }, { "name": "Wand Of Noisome Acid", @@ -299,18 +276,14 @@ "This greasy stick emits a stomach-churning scent when held in a hand.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, + "components": [ + "Cast a Spell" + ], "frequency": { "freq": 1, "unit": "day", "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell acid arrow} of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become {@condition sickened|CRB|sickened 1}." ] @@ -324,8 +297,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [] }, @@ -334,8 +306,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [] }, @@ -344,8 +315,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "entries": [] }, @@ -354,8 +324,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [] } @@ -381,18 +350,14 @@ "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", { "type": "ability", - "activity": { - "number": 1, - "unit": "varies", - "entry": "Cast a Spell" - }, + "components": [ + "Cast a Spell" + ], "frequency": { "freq": 1, "unit": "day", "overcharge": true }, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell false life} of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action." ] @@ -406,9 +371,7 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You successfully impart the {@condition frightened|CRB|frightened 1} condition to a creature", - "requirements": null, "entries": [ "You end false life and increase the creature's {@condition frightened} condition value to 2." ] @@ -422,8 +385,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [] }, @@ -432,8 +394,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [] }, @@ -442,8 +403,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [] }, @@ -452,8 +412,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [] }, @@ -462,8 +421,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "entries": [] }, @@ -472,8 +430,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "entries": [] }, @@ -482,8 +439,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [] }, @@ -492,8 +448,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "entries": [] } diff --git a/data/items/items-som.json b/data/items/items-som.json index 173b4cc016..931fb86054 100644 --- a/data/items/items-som.json +++ b/data/items/items-som.json @@ -14,8 +14,7 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "usage": "held in 1 hand", "bulk": "L", @@ -32,9 +31,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You throw the anointed waterskin up to 60 feet. The water explodes out of it, with the effects of holy cascade." ] @@ -48,8 +44,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "The anointed waterskin is full", "entries": [ "You drink the water within the waterskin, granting you the effects of bless. As normal with the spell, you can increase the radius with a single action with the {@trait concentrate} trait." @@ -66,15 +60,12 @@ "(command", "Interact)" ], - "frequency": null, - "trigger": null, "requirements": "The anointed waterskin is full", "entries": [ "You decant the water, creating up to 10 vials of holy water. You must provide the vials." ] } ], - "generic": false, "consumable": false }, { @@ -91,17 +82,13 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "affixed over an entrance", - "bulk": "\u2014", "category": "Consumable", "entries": [ "This unassuming yellow paper, affixed above a door or gate, flickers in the light. Pick an alignment trait: chaotic, good, lawful, or evil. When a creature with the opposing alignment trait of the fulu (good for an evil fulu, and so on) passes through the entrance, it must succeed at a DC 17 Fortitude save or become {@condition sickened 2}; regardless of whether they succeed, the creature becomes temporarily immune for 1 day." - ], - "generic": false, - "consumable": true + ] }, { "name": "Archivist's Gaze", @@ -117,11 +104,9 @@ ], "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "usage": "worn eyepiece", - "bulk": "\u2014", "category": "Apex", "entries": [ "This strange contraption slides over your eyes, supernaturally sharpening your mind. While peering through it, you can feel some entity whispering to you, telling all sorts of things about the subject of your gaze. You gain a +3 item bonus to {@skill Occultism} (though some entities might grant a bonus to a different skill, as determined by your GM). In addition, when you employ an exploration tactic other than Investigating, you also gain the benefits of Investigating unless you choose not to.", @@ -140,14 +125,11 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Pushing the glasses up your nose and asking the entity for help, you cause the spectacles to cast either true seeing or a 3rd-level {@spell comprehend language} on you. Because the entity tied to the spectacles chooses which one, the GM picks whichever spell is most immediately useful in your current situation (and chooses the most useful language each time the item casts comprehend language). The spell lasts for 1 minute." ] } ], - "generic": false, "consumable": false }, { @@ -162,11 +144,10 @@ ], "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This imperious +1 striking mace has a glowing orb in the shape of an eye set in its flanged head. When you succeed at a check to {@action Recall Knowledge} about a creature after you've dealt it damage with the auspicious scepter, you learn one of its resistances in addition to any other information.", @@ -180,16 +161,13 @@ "command (divination", "magical)" ], - "frequency": null, "trigger": "You Cast a divination", - "requirements": null, "entries": [ "The next attack by a creature who was targeted by the triggering divination spell bypasses an amount of resistance equal to the spell's level. If the triggering spell targeted an enemy, this benefit instead applies to the next attack against that enemy, regardless of who makes it.", "This benefit is lost if it isn't used by the end of your next turn. If more than one type of resistance would apply against the attack, the attack bypasses only one\u2014whichever would result in the highest amount of damage getting through, as determined by the GM." ] } ], - "generic": false, "consumable": false }, { @@ -204,12 +182,36 @@ "Magical" ], "usage": "worn cloak", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ - "This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves." + "This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies." + ], + "generic": "G", + "variants": [ + { + "type": "backfire mantle", + "level": 3, + "price": { + "amount": 45, + "coin": "gp" + }, + "entries": [ + "The mantle grants a +1 circumstance bonus and resistance 3." + ] + }, + { + "type": "greater backfire mantle", + "level": 8, + "price": { + "amount": 430, + "coin": "gp" + }, + "entries": [ + "The mantle grants a +2 circumstance bonus and resistance 10." + ] + } ], - "generic": false, "consumable": false }, { @@ -225,8 +227,7 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "etched onto a weapon", "category": "Rune", @@ -237,7 +238,6 @@ "A bane rune causes a weapon to grant you improved understanding of creatures of a particular type, allowing you to deal more damage to those creatures. The crafter chooses aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monitor, ooze, or both fungus and plant. The weapon deals {@damage 1d6} additional damage of the weapon's damage type to creatures with the chosen trait or traits. The benefit doesn't apply against creatures of the chosen type disguised as other creatures. It's up to GM discretion whether the bane rune applies against a creature disguised as a creature of the chosen type.", "The GM might allow bane runes for other creature traits, such as astral, dream, or demon. However, humanoids, undead, and specific types of humanoids (such as elves) are never a valid option." ], - "generic": false, "consumable": false }, { @@ -253,8 +253,7 @@ ], "price": { "coin": "gp", - "amount": 210, - "note": null + "amount": 210 }, "bulk": "L", "category": "Grimoire", @@ -273,15 +272,12 @@ "polymorph", "transmutation" ], - "frequency": null, - "trigger": null, "requirements": "You're under the effect of a {@trait polymorph} spell you prepared from this grimoire that offers a choice of multiple forms", "entries": [ "You transform into a different form allowed by the {@trait polymorph} by bending and molding the spell's energy. This reduces the spell's remaining duration by half." ] } ], - "generic": false, "consumable": false }, { @@ -297,15 +293,15 @@ "Transmutation" ], "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You're an expert in {@skill Athletics}.", - "frequency": null, "trigger": "Your {@action Strike} with the affixed weapon damages a creature" }, "category": "Talisman", @@ -320,8 +316,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "entries": [] }, @@ -330,8 +325,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [ "The escape DC is 30." @@ -345,8 +339,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Blade Of Four Energies", @@ -376,8 +369,6 @@ "unit": "round", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You draw magical energy from one of the gems. Roll {@dice 1d4}.", "Until the start of your next turn, the weapon gains the corresponding rune: 1\u2014corrosive, 2\u2014flaming, 3\u2014frost, or 4\u2014shock." @@ -397,7 +388,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "The blade has an energy rune from the first activation", "entries": [ "You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: acid arrow for corrosive, fireball for flaming, cone of cold for frost, or lightning bolt for shock." @@ -411,8 +401,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [] }, @@ -421,8 +410,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 20000, - "note": null + "amount": 20000 }, "entries": [ "The blade is a +3 greater striking shifting shortsword and gains the greater corrosive, greater flaming, greater frost, or greater shock runes instead of their base versions. When Activated to {@action Cast a Spell}, the blade casts the spell heightened to 7th level, and the DC is 38." @@ -444,8 +432,7 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "bulk": "L", "category": "Grimoire", @@ -464,14 +451,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "If your next action is to cast an evocation spell dealing fire damage that you prepared from this grimoire, you superheat the flames, allowing the spell to ignore up to 10 resistance to fire of creatures affected by the spell." ] } ], - "generic": false, "consumable": false }, { @@ -501,9 +485,6 @@ "components": [ "command (light)" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] @@ -516,8 +497,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [] }, @@ -526,8 +506,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "entries": [ "The save DC is 41, the counteract level is 9, the counteract modifier is +31, and damage dealt by this weapon ignores the target's fire, good, or positive resistance." @@ -548,8 +527,7 @@ ], "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "usage": "held in 1 hand", "bulk": "L", @@ -565,15 +543,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "Your previous action was a successful {@action Strike} with the burrs", "entries": [ "One of the burrs catches on the {@action Strike}'s target, inflicting {@damage 1d10} {@condition persistent damage ||persistent bleed damage}." ] } ], - "generic": false, "consumable": false }, { @@ -587,7 +562,7 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A {@action Strike} with this axe that benefits from the {@trait sweep} trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll.", @@ -605,8 +580,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier." ] @@ -619,8 +592,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [] }, @@ -629,8 +601,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6250, - "note": null + "amount": 6250 }, "entries": [ "The axe is a +2 greater striking battle axe, the circumstance bonus to damage is +3, and the activation's DC is 34." @@ -641,8 +612,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 65000, - "note": null + "amount": 65000 }, "entries": [ "The axe is a +3 major striking battle axe, the circumstance bonus to damage is +4, and the activation's DC is 43." @@ -662,7 +632,6 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Held", "entries": [ "In an effort to spread the knowledge of magic as widely as possible, worshippers of {@deity Nethys} discovered a way to bind cantrips into cards accessible even to non-spellcasters.", @@ -677,9 +646,6 @@ "or more (envision", "Interact)" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] @@ -692,8 +658,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "entries": [ "This pack contains 5 cards of a single common cantrip (such as light)." @@ -704,8 +669,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "entries": [ "This pack contains 24 cards\u2014one of each cantrip in the Core Rulebook." @@ -728,17 +692,15 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This heavy +1 striking khakarra (Advanced Player's Guide 248) is cast from solid steel and plated with pyrite. Metal charms shaped like grinning idols festoon its great arched ring, and during combat, as tiny tendrils of flame fly off the pyrite, these hanging dolls seem to chatter in tune with the clash and din of battle.", "Whenever you complete a move action during your turn, choose a creature adjacent to you at the end of your movement. Until the end of your turn, that creature takes a \u20131 status penalty to Will saves against your enchantment spells and your illusion spells. Any time you cast your enchantment and illusion spells, you become {@condition concealed} during your move actions for the rest of the turn." ], - "generic": false, "consumable": false }, { @@ -754,8 +716,7 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "worn cloak", "bulk": "L", @@ -763,7 +724,6 @@ "entries": [ "This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you're momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it's not wet or particularly hazardous. While sleeping in this cloak you only take a \u20132 status penalty to auditory {@skill Perception} checks, rather than a \u20134 status penalty." ], - "generic": false, "consumable": false }, { @@ -790,9 +750,6 @@ "components": [ "command" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to {@action Identify Magic} is needed to learn the command word." ] @@ -806,9 +763,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text." ] @@ -821,8 +775,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 45, - "note": null + "amount": 45 }, "entries": [] }, @@ -831,8 +784,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 950, - "note": null + "amount": 950 }, "entries": [ "The DC to {@action Decipher Writing} is 30 and requires master proficiency." @@ -843,8 +795,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 14500, - "note": null + "amount": 14500 }, "entries": [ "The DC to {@action Decipher Writing} is 40 and requires legendary proficiency." @@ -881,7 +832,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "Your last action was to cast a divination spell prepared from this grimoire", "entries": [ "The grimoire offers you a glimpse into the truth of things. {@action Seek} or {@action Recall Knowledge}." @@ -895,8 +845,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 215, - "note": null + "amount": 215 }, "entries": [] }, @@ -905,8 +854,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [ "The frequency of the activation is once per hour instead of once per day. When you use it, you gain a +1 item bonus on your {@skill Perception} check to {@action Seek} or skill check to {@action Recall Knowledge}." @@ -929,8 +877,7 @@ ], "price": { "coin": "gp", - "amount": 330, - "note": null + "amount": 330 }, "usage": "worn collar", "bulk": "L", @@ -951,14 +898,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Your eidolon focuses their will on the collar, allowing the collar to maintain the connection between you at any distance. For the next 5 minutes, you and your eidolon can move any distance from each other without your eidolon unmanifesting. When the duration ends, if your eidolon is more than 150 feet from you, they immediately unmanifest." ] } ], - "generic": false, "consumable": false }, { @@ -973,11 +917,10 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "A ring of magical crystals encircles the base of this +1 striking greatclub, allowing it to absorb and store magical energy.", @@ -990,7 +933,6 @@ "components": [ "envision" ], - "frequency": null, "trigger": "You {@action Cast a Spell} from a spell slot, and the spell has the acid, cold, electricity, {@trait fire}, or {@trait sonic} trait", "requirements": "The club has no charges", "entries": [ @@ -1012,15 +954,12 @@ "magical", "evocation" ], - "frequency": null, - "trigger": null, "requirements": "The club has at least 1 charge", "entries": [ "You flip the club around to blast a cone of energy from its base. Each creature in a 15-foot cone takes {@dice 1d6} damage per charge stored in the club, with a basic Reflex save against your spell DC or DC 19, whichever is greater. The damage type is the same type the charges were attuned to. The club loses all of its charges." ] } ], - "generic": false, "consumable": false }, { @@ -1047,8 +986,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "entries": [ "The rosary can be used with a {@spell spiritual weapon} of 4th level or below." @@ -1059,15 +997,13 @@ "level": 12, "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "entries": [ "The rosary can be used with a {@spell spiritual weapon} of any spell level." ] } - ], - "consumable": true + ] }, { "name": "Deck Of Illusions", @@ -1082,11 +1018,9 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "usage": "held in 2 hands", - "bulk": "\u2014", "category": "Held", "entries": [ "This set of 34 parchment cards usually comes in a velvet bag or simple leather wrap. Each card depicts a different creature, monster, or other being that, when the deck is activated, immediately appears as a believable, life-size illusion. You can look at the card's artwork, but no {@trait magical} effect takes place until you Activate the deck, shuffling and drawing randomly.", @@ -1100,15 +1034,11 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] } ], - "generic": false, "consumable": false }, { @@ -1124,18 +1054,15 @@ ], "price": { "coin": "gp", - "amount": 75, - "note": null + "amount": 75 }, "usage": "held in 2 hands", - "bulk": "\u2014", "category": "Held", "entries": [ "This deck of 54 cards appears nearly identical to standard playing cards. Comprised of four thematic suits of 13 cards each, as well as two wildcards, the deck of mischief is a favorite of scoundrels who prefer not to leave their games to chance\u2014or to at least nudge the odds in their favor.", "If you know how to activate the deck, you can illusorily transform the ace and face cards into other cards in the deck.", "The deck is true to its name and less likely to comply with your wishes if not well cared for. While surprisingly." ], - "generic": false, "consumable": false }, { @@ -1154,17 +1081,13 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "affixed to armor", - "bulk": "\u2014", "category": "Consumable", "entries": [ "Given to undisciplined acolytes at risk of breaking their vows, this fulu activates on its own if its wearer begins to perform an act anathema to a specific deity or cause, decided at the time of crafting. The fulu heats up when activated, giving you enough warning to correct your actions; if you proceed, the fulu immolates in a burst of flame. This deals {@damage 4d6} fire damage and brands your skin until you receive an appropriate atone ritual. Either way, activating the fulu consumes it." - ], - "generic": false, - "consumable": true + ] }, { "name": "Dimensional Knot", @@ -1179,17 +1102,14 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "held in 1 hand", "bulk": "L", "category": "Consumable", "entries": [ "Shelynites originally crafted this complex knot of vibrant string for bracelets meant to tie the destinies of two people together. Now, however, spellcasters of all religions use them to enhance their capacity with teleportation magic. Adding this catalyst to a 4th-level {@spell dimension door} spell allows you to bring a single willing adjacent creature along with you; however, the teleportation is somewhat disorienting for them, causing them to become {@condition stunned 1}." - ], - "generic": false, - "consumable": true + ] }, { "name": "Dispersing Bullet", @@ -1205,18 +1125,16 @@ ], "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "sling bullet" @@ -1224,9 +1142,7 @@ "category": "Ammunition", "entries": [ "The metals used to forge this lead shot were taken from a variety of continents and barely stay together. When an activated dispersing bullet hits a target, the bullet scatters into a sphere of metal shards as the metals try to return to their places of origin. All creatures in a 10-foot emanation around the target of the attack (and not including the target) must succeed at a DC 21 Fortitude save or be pushed 10 feet from the target (15 feet on a critical failure)." - ], - "generic": false, - "consumable": true + ] }, { "name": "Dragonbone Arrowhead", @@ -1242,27 +1158,23 @@ ], "price": { "coin": "gp", - "amount": 20, - "note": null + "amount": 20 }, "usage": "affixed to a melee weapon or a ranged weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": "You're an expert with the affixed weapon.", - "frequency": null, - "trigger": null + "components": [ + "Interact" + ], + "requirements": "You're an expert with the affixed weapon." }, "category": "Talisman", "entries": [ "This arrowhead, carved from dragon bone, hangs off the shaft of your weapon. When you activate this talisman, until the end of the current turn, the affixed weapon gains the thrown 20 feet weapon trait, and when you make a thrown {@action Strike} with it, it flies back to your hand after the {@action Strike} completes. If your hands are full when the weapon returns, it falls to the ground in your space." - ], - "generic": false, - "consumable": true + ] }, { "name": "Emberheart", @@ -1278,11 +1190,9 @@ ], "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "usage": "worn", - "bulk": "\u2014", "category": "Apex", "entries": [ "This small, heart-shaped amulet appears to be sculpted from stone with a single streak of dim light running through, like an ember just beneath ashes. When worn, the amulet gives off a gentle warmth, akin to being near a fireplace. You gain poison resistance 15 when wearing this amulet.", @@ -1311,7 +1221,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -1330,7 +1239,6 @@ "entries": [ "When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a." ], - "generic": false, "consumable": false }, { @@ -1360,9 +1268,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You extend your weapon for an instant, giving you an impossible reach. You {@action Strike} with the weapon, and you have reach 60 feet for the {@action Strike}." ] @@ -1375,8 +1280,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -1385,8 +1289,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "The activation grants you reach 120 feet for the {@action Strike}." @@ -1409,27 +1312,24 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You're an expert in {@skill Arcana}, Occult, {@skill Nature}, {@skill Religion}, {@skill Society}, or a {@skill Lore} skill.", - "frequency": null, "trigger": "You succeed at a {@action Strike} with the affixed weapon" }, "category": "Talisman", "entries": [ "This dried eye was plucked from a magical creature. You combine your observation about your enemy's reaction to your {@action Strike} with the stores of magical wisdom within the talisman to try to glean more information about the foe's true nature. When you activate this talisman, you attempt to {@action Recall Knowledge} about the creature you hit. If you roll a critical failure, you get a failure instead." - ], - "generic": false, - "consumable": true + ] }, { "name": "Familiar Tattoo", @@ -1445,17 +1345,14 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "tattooed on the body", - "bulk": "\u2014", "category": "Tattoo", "entries": [ "This tattoo typically consists of an image of a small animal or of a familiar's name written in runes. Your familiar can meld into your familiar tattoo to be carried in your skin. The familiar must spend a single action, which has the magical, {@trait move}, and {@trait transmutation} traits, to meld into or exit your tattoo. It must be adjacent to you to meld into your tattoo, and it exits your tattoo in an open space adjacent to you.", "Any of the familiar's companion items remain on it, but it can't carry any other items with it. This tattoo is non-magical if you don't have a familiar or if your familiar doesn't remain present for the entire tattooing process. If your familiar dies, this tattoo loses its magic and becomes a mundane tattoo." ], - "generic": false, "consumable": false }, { @@ -1482,8 +1379,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "entries": [ "The {@condition persistent damage} is {@damage 1d6}." @@ -1499,8 +1395,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 175, - "note": null + "amount": 175 }, "entries": [ "The {@condition persistent damage} is {@damage 2d6}." @@ -1516,8 +1411,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "entries": [ "The {@condition persistent damage} is {@damage 3d6}." @@ -1535,8 +1429,7 @@ "replace": "that deal" }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Five-feather Wreath", @@ -1551,7 +1444,6 @@ "Transmutation" ], "usage": "affixed to armor or a weapon", - "bulk": "\u2014", "category": "Spellheart", "entries": [ "Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by {@action Activate an Item||Activating} this item is +8, and the spell DC is 18.", @@ -1567,9 +1459,6 @@ "components": [ "{@action Cast a Spell}" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell gale blast|SoM}." ] @@ -1582,8 +1471,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "entries": [] }, @@ -1592,8 +1480,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 425, - "note": null + "amount": 425 }, "entries": [ "Resistance when affixed to armor is 5, fly distance affixed to a weapon casting a non-cantrip spell is 25 feet, the spell attack roll is +14, and spell DC is 24.", @@ -1660,8 +1547,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1750, - "note": null + "amount": 1750 }, "entries": [ "Bonus affixed to armor is +2, resistance when affixed to armor is 10, fly distance affixed to a weapon casting a non-cantrip spell is 40 feet, spell attack roll is +19, and spell DC is 29.", @@ -1770,7 +1656,6 @@ "Spellheart" ], "usage": "affixed to armor or a weapon", - "bulk": "\u2014", "category": "Spellheart", "entries": [ "A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by {@action Activate an Item||Activating} this item is +7, and the spell DC is 17.", @@ -1786,9 +1671,6 @@ "components": [ "{@action Cast a Spell}" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell produce flame}." ] @@ -1801,8 +1683,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [] }, @@ -1811,8 +1692,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 425, - "note": null + "amount": 425 }, "entries": [ "Resistance when affixed to armor is 5, extra damage when affixed to a weapon is {@damage 1d6}, the spell attack roll is +14, and the spell DC is 24.", @@ -1880,8 +1760,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1750, - "note": null + "amount": 1750 }, "entries": [ "Resistance when affixed to armor is 10, extra damage when affixed to a weapon is {@dice 1d8}, the spell attack roll is +19, and the spell DC is 29.", @@ -1985,8 +1864,7 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "held in 2 hands", "bulk": "L", @@ -2002,16 +1880,12 @@ "components": [ "Make an Impression" ], - "frequency": null, - "trigger": null, - "requirements": null, "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.", "The GM can disallow the flask's use if it doesn't make sense in the moment for you to pull out a flask and start pouring, if drinks are inappropriate for the occasion, or if your target is absolutely not interested in sharing a drink with you. Drinks from the flask of fellowship are entirely social; they won't intoxicate anyone, nor alleviate serious thirst." ] } ], - "generic": false, "consumable": false }, { @@ -2027,17 +1901,14 @@ ], "price": { "coin": "gp", - "amount": 525, - "note": null + "amount": 525 }, "usage": "held in 1 hand", "bulk": "L", "category": "Consumable", "entries": [ "Light refracts in strange ways through these precisely ground glass tiles, lengthening the refracted force and causing it to push back. Adding this catalyst to a {@spell wall of force} spell increases the wall's maximum length to 80 feet and maximum height to 40 feet and causes creatures that try to move into the wall's space (or are Shoved into the wall) to take {@damage 2d6} force damage." - ], - "generic": false, - "consumable": true + ] }, { "name": "Fu Water", @@ -2055,11 +1926,9 @@ ], "price": { "coin": "gp", - "amount": 21, - "note": null + "amount": 21 }, "usage": "held in 1 hand", - "bulk": "\u2014", "category": "Potion", "entries": [ "Burnt fulu ashes float in this liquid, lending a distinctive red color and imparting it with a variety of purifying effects. Unlike many fulu items, fu water must be created using divine magic.", @@ -2072,9 +1941,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "This potion functions as a bottle of holy water. Like holy water, you throw it as a {@action Strike}. It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the {@trait manipulate} trait to the attack made with it." ] @@ -2088,16 +1954,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You drink the fu water to counteract ailments within yourself. Attempt a counteract check with a +9 counteract modifier and a counteract level of 3 against one effect that imposes the {@condition confused}, {@condition fascinated}, {@condition frightened}, or {@condition stupefied} condition. You are then {@condition sickened 1}." ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Fulu Compendium", @@ -2112,8 +1973,7 @@ ], "price": { "coin": "gp", - "amount": 550, - "note": null + "amount": 550 }, "category": "Consumable", "entries": [ @@ -2132,14 +1992,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You rip a page from the fulu compendium and cast it in a wide arc; as it flies in that arc, it multiplies into a storm of fulus. All undead creatures in a 30-foot emanation are affected by a spirit-sealing fulu with a save DC of 25." ] } ], - "generic": false, "consumable": false }, { @@ -2156,18 +2013,14 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "affixed to a wall", - "bulk": "\u2014", "category": "Consumable", "entries": [ "Duration 1 week The silver ink on this black paper charm ebbs in and out of sight, especially when caught out of the corner of your eye. Usually placed in the kitchen, this fulu slows the spread of fire in a 30-foot radius by half.", "If the fulu itself catches fire, as it burns, it releases a shower of water in a 30-foot cone, automatically putting out non-magical fires in this area and attempting to counteract any magical {@trait fire} effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early." - ], - "generic": false, - "consumable": true + ] }, { "name": "Fulu Of Flood Suppression", @@ -2183,18 +2036,14 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "affixed to a wall", - "bulk": "\u2014", "category": "Consumable", "entries": [ "Duration 1 week This blue fulu bears dark ink that slowly swirls and twists about itself, expanding and contracting on the paper over the course of the day in time with the tides. This fulu is most effective in the lowest area of a building, or near the most valuable or least-waterproof items. They're often seen as the rainy season approaches, with demand spiking just before a particularly large storm hits.", "The fulu slows the spread of flooding water in a 30-foot radius by half, repelling the remaining water away. If the fulu becomes submersed, as the ink dissolves in the water, it releases a rush of heat in a 10-foot emanation, harmlessly vaporizing non-magical water in this area into steam and attempting to counteract any magical {@trait water} effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early." - ], - "generic": false, - "consumable": true + ] }, { "name": "Fulu Of The Drunken Monkey", @@ -2211,28 +2060,24 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You attempt a Fortitude save against an ingested poison." }, "category": "Consumable", "entries": [ "The monkey on this fulu sits on the point of the armor just over the bearer's stomach, happily drinking any intoxicants that come flowing down. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on Fortitude saves against the same poison for the next minute.", "If the triggering poison was normal alcohol, you instead automatically succeed at the triggering save and gain a +4 status bonus on saves against alcohol for 1 minute." - ], - "generic": false, - "consumable": true + ] }, { "name": "Fulu Of The Stoic Ox", @@ -2249,27 +2094,23 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You attempt a" }, "category": "Consumable", "entries": [ "The ox on this fulu rests vigilantly on the point of the armor right over the bearer's heart, protecting the bearer against diseases and safeguarding their health. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on all Fortitude saves against the same disease for the next minute." - ], - "generic": false, - "consumable": true + ] }, { "name": "Fulus Of Concealment", @@ -2285,17 +2126,13 @@ ], "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "usage": "affixed to the ground in four spaces along", - "bulk": "\u2014", "category": "Consumable", "entries": [ "Duration 1 hour This fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when {@action Activate an Item||Activating} the fulus: animal, beast, celestial, fey, fiend, humanoid, monitor, plant, or undead. Those within the fulus' circle upon activation (including the fulus themselves) gain the effect of invisibility sphere, but only against creatures with the chosen trait. If any of the fulus are moved or destroyed after activation, the effect ends." - ], - "generic": false, - "consumable": true + ] }, { "name": "Ghostbane Fulu", @@ -2313,27 +2150,23 @@ ], "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You successfully {@action Strike} an incorporeal creature with the weapon to which the fulu is affixed, but you haven't rolled damage." }, "category": "Consumable", "entries": [ "This white paper fulu bears red ink and attunes a weapon to the spiritual essence of an incorporeal creature. Upon activation, the weapon gains the benefit of the ghost touch property rune against the triggering incorporeal creature for 1 minute." - ], - "generic": false, - "consumable": true + ] }, { "name": "Ghostly Portal Paint", @@ -2350,8 +2183,7 @@ ], "price": { "coin": "gp", - "amount": 120, - "note": null + "amount": 120 }, "usage": "held in 2 hands", "bulk": "L", @@ -2360,18 +2192,15 @@ "number": 3, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "Translucent and nearly weightless, this opalescent paint seems to resolve into occult symbols if stared at too long. When used to cover a 5-foot-wide, 10-foot-tall section of a wall, the paint turns that section of wall ghostly and incorporeal to a depth of 10 feet, allowing corporeal creatures and objects to pass through it. The portal persists for 10 minutes. When this effect wears off, anything remaining within the portal is shunted to the nearest exit.", "Force effects, other incorporeal objects and creatures, and ghost touch weapons can't cross through the wall, as is normal for incorporeality. An incorporeal creature that's inside the wall when the paint is used is shunted to the nearest exit." - ], - "generic": false, - "consumable": true + ] }, { "name": "Glasses Of Sociability", @@ -2386,8 +2215,7 @@ ], "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "usage": "worn eyepiece", "bulk": "L", @@ -2403,16 +2231,12 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if the creature is disguising their identity, the glasses don't penetrate the disguise.", "If a doppelganger was disguised as an innkeeper you met, the glasses would give you the innkeeper's name, and if a noble you met before was in disguise as a masked vigilante, the glasses wouldn't reveal their name." ] } ], - "generic": false, "consumable": false }, { @@ -2428,8 +2252,7 @@ ], "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "usage": "held in 1 hand", "bulk": "L", @@ -2450,15 +2273,12 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You make a thrown {@action Strike} with the gloaming shard at a target within 60 feet. Whether you hit or miss, rather than returning to you, the blade pulls you down into your own shadow and along the connecting thread.", "You instantly teleport to a space adjacent to the target of your {@action Strike}, as dimension door, and then catch the dagger in your hand." ] } ], - "generic": false, "consumable": false }, { @@ -2475,18 +2295,16 @@ ], "price": { "coin": "gp", - "amount": 27, - "note": null + "amount": 27 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "sling bullet" @@ -2503,9 +2321,7 @@ "Failure": "The target is {@condition dazzled} for 1 minute and its invisibility is negated for 1 minute." } } - ], - "generic": false, - "consumable": true + ] }, { "name": "Grim Sandglass", @@ -2519,7 +2335,6 @@ "Spellheart" ], "usage": "affixed to armor or a weapon", - "bulk": "\u2014", "category": "Spellheart", "entries": [ "One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by {@action Activate an Item||Activating} this item is 17.", @@ -2535,9 +2350,6 @@ "components": [ "{@action Cast a Spell}" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell chill touch}." ] @@ -2550,8 +2362,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [] }, @@ -2560,8 +2371,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [ "Resistance when affixed to armor is 5, extra damage when affixed to a weapon is {@dice 1d6}, and the spell DC is 24.", @@ -2624,8 +2434,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [ "Resistance when affixed to armor is 10, extra damage when affixed to a weapon is {@dice 1d8}, and the spell DC is 29.", @@ -2726,8 +2535,7 @@ ], "price": { "coin": "gp", - "amount": 325, - "note": null + "amount": 325 }, "usage": "held in 1 hand Bulk L", "category": "Held", @@ -2748,13 +2556,11 @@ "freq": 1 }, "trigger": "You successfully {@action Strike} a creature with a thrown {@action Strike} with guiding star", - "requirements": null, "entries": [ "Soft light outlines the target. At the beginning of your next turn, the guiding star's blades detach and form into darts of starlight, flying up to 40 feet and striking the target unerringly, collectively dealing 4 piercing damage and 1 good damage before re-forming. The piercing damage increases to 6 with a greater striking rune and 8 with a major striking rune." ] } ], - "generic": false, "consumable": false }, { @@ -2769,8 +2575,7 @@ ], "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "usage": "worn headwear", "bulk": "L", @@ -2791,15 +2596,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You tear off a patch of cloth to manifest it into a copy of yourself, dressed in the color and fabric of the patch. The copy follows your specific instructions and performs a single, straightforward task for up to 30 minutes. It takes the copy three times as long to complete the task as it would you, meaning it can perform a task that would take you a maximum of 10 minutes. It doesn't react quickly enough to be of any use during an encounter, and it can't use your spells or other special abilities\u2014just basic actions and skill actions.", "The copy disappears and returns to the hat as a piece of cloth when the given task has been completed, or when you {@action Dismiss} the activation." ] } ], - "generic": false, "consumable": false }, { @@ -2826,8 +2628,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "entries": [ "The spell grants 5 temporary Hit Points." @@ -2843,8 +2644,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "entries": [ "The spell grants 10 temporary Hit Points." @@ -2860,8 +2660,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [ "The spell grants 15 temporary Hit Points." @@ -2879,8 +2678,7 @@ "replace": "bestows additional temporary Hit Points" }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Hundred-moth Caress", @@ -2895,11 +2693,10 @@ ], "price": { "coin": "gp", - "amount": 475, - "note": null + "amount": 475 }, "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "The handles of this +1 striking scythe are made from a dull, gray wood of bone-like consistency, and when you slice with it, a fluttering gust of hundreds of moths' wingbeats fills the air. If you're a devotee of {@deity Urgathoa}, you can use this scythe as a divine focus, and with every {@action Strike}, it exudes a pallid cloud of powdery dust.", @@ -2918,14 +2715,11 @@ "unit": "round", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You deal {@damage 1d10} negative damage to yourself. If your next action is to {@action Strike} with the scythe or to {@action Cast a Spell} with the {@trait disease} or {@trait negative} trait, that {@action Strike} or spell deals additional negative damage equal to the damage you took (after any reductions or increases from immunity, resistances, weaknesses)." ] } ], - "generic": false, "consumable": false }, { @@ -2954,8 +2748,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [] }, @@ -2964,8 +2757,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "entries": [ "The save DC is 37, and on a failed save, the foe is pushed 10 feet away from you." @@ -2987,8 +2779,7 @@ ], "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "bulk": "L", "category": "Grimoire", @@ -3007,14 +2798,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "If your next action is to cast a harmful necromancy spell that you prepared from this grimoire and that allows a saving throw, you warp and twist negative energy into the spell to cause intense pain. If the target fails its saving throw against the spell, it becomes {@condition sickened 1} by the pain." ] } ], - "generic": false, "consumable": false }, { @@ -3029,8 +2817,7 @@ ], "price": { "coin": "gp", - "amount": 2750, - "note": null + "amount": 2750 }, "usage": "worn armor", "category": "Armor", @@ -3046,15 +2833,11 @@ "components": [ "envision" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You {@action Stride} and turn partially {@condition invisible}, becoming {@condition concealed} until the end of your next turn or until you use a {@condition hostile} action, whichever comes first. As normal, you can use the concealment from this activation to {@action Hide}." ] } ], - "generic": false, "consumable": false }, { @@ -3070,8 +2853,7 @@ ], "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, "usage": "held in 2 hands", "bulk": "L", @@ -3089,9 +2871,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] @@ -3106,15 +2885,11 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] } ], - "generic": false, "consumable": false }, { @@ -3129,8 +2904,7 @@ ], "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "usage": "held in 2 hands", "bulk": "L", @@ -3140,7 +2914,6 @@ "They grant a +1 item bonus to {@skill Thievery} checks to {@action Pick a Lock}. Upon completely opening a lock by picking it with these tools, the tools produce a temporary copy of the key for the picked lock. This phantom key can lock or unlock the lock just like the original key. The key appears attached to the thieves' tools case by a fine silver chain and lasts for 12 hours before it fades into nothing. Only one key created this way can exist in the same set of thieves' tools.", "Creating a new key replaces the previous one." ], - "generic": false, "consumable": false }, { @@ -3158,11 +2931,10 @@ ], "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid.", @@ -3171,29 +2943,24 @@ "components": [ "{@action Cast a Spell}" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You expend a number of charges from the staff to cast a spell from its list.", { "type": "list", "items": [ - "{@bold Cantrip} tanglefoot", - "{@bold 1st} protector tree, shillelagh", - "{@bold 2nd} entangle, shape wood", - "{@bold 3rd} tree shape, wall of thorns", - "{@bold 4th} barkskin, speak with plants", - "{@bold 5th} plant form, wall of thorns", - "{@bold 6th} nature's reprisal, plant form" + "{@bold Cantrip} {@spell tanglefoot}", + "{@bold 1st} {@spell protector tree|som}, {@spell shillelagh}", + "{@bold 2nd} {@spell entangle}, {@spell shape wood}", + "{@bold 3rd} {@spell tree shape}, {@spell wall of thorns}", + "{@bold 4th} {@spell barkskin}, {@spell speak with plants}", + "{@bold 5th} {@spell plant form}, {@spell wall of thorns}", + "{@bold 6th} {@spell nature's reprisal|som}, {@spell plant form}" ] } ] } ], - "craftReq": "Supply one casting of all listed levels of all listed spells. Revising the Staff As you level up, your staff will get less useful unless you upgrade it. You might also want to make revisions as you play if you come to dislike the spells you chose. To change spells already in the staff, use the {@action Craft} activity with a Price equal to 1/10th the staff's Price. You can swap out any of the spells in the staff when you finish. The new spells have to have the staff's chosen trait and be an appropriate level, just as though you were choosing them when initially making the staff, and you must provide castings of them. Upgrading the staff is similar to upgrading an item to a higher-level version (Core Rulebook 535). Decide the staff's new level. Pay the difference in Price, pick the new spells, and use {@action Craft} for the upgrade. You must supply castings of the new spells. Upgrading doesn't let you switch any of the spells you'd previously chosen.", - "generic": false, - "consumable": false + "craftReq": "Supply one casting of all listed levels of all listed spells." }, { "name": "Lion Claw", @@ -3209,27 +2976,23 @@ ], "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "usage": "affixed to a weapon", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": "You're {@condition undetected} by a creature and are a master in {@skill Stealth}.", - "frequency": null, - "trigger": null + "components": [ + "Interact" + ], + "requirements": "You're {@condition undetected} by a creature and are a master in {@skill Stealth}." }, "category": "Talisman", "entries": [ "This dried claw from a mighty beast bestows upon you the ability of a predator. When you activate the claw, you learn to pounce on your prey in one fluid motion. You {@action Stride} and then {@action Strike} with the affixed weapon against one creature you were {@condition undetected} by. You remain {@condition undetected} by the creature until after you {@action Strike}." - ], - "generic": false, - "consumable": true + ] }, { "name": "Magical Lock Fulu", @@ -3245,18 +3008,14 @@ ], "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "usage": "affixed to a door, window, or container", - "bulk": "\u2014", "category": "Consumable", "entries": [ "Duration 1 hour The symbols on this fulu depict a lock and winding chains. Affixing this fulu over the seam or frame of the target locks it, even if it has no latch or existing lock.", "As many as nine fulus can be applied to the same target. One fulu equates a poor lock (DC 15), three a simple lock (DC 20), and nine an average lock (DC 25)." - ], - "generic": false, - "consumable": true + ] }, { "name": "Mask Of Allure", @@ -3272,8 +3031,7 @@ ], "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "usage": "worn mask", "bulk": "L", @@ -3291,9 +3049,7 @@ "components": [ "envision (visual)" ], - "frequency": null, "trigger": "You attempt a", - "requirements": null, "entries": [ "You gain a +4 status bonus to the triggering check. This ability has no effect if you're under the effects of a disguise that hides the mask of allure. Depending on the skill used, the mirrored silver transforms into one of the following appearances.", { @@ -3308,7 +3064,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -3327,27 +3082,23 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You attempt a {@skill Diplomacy} check to {@action Make an Impression}." }, "category": "Consumable", "entries": [ "This red fulu contains blessings for one's relationship from {@deity Shelyn}, goddess of beauty and love. You get a +2 status bonus to the {@skill Diplomacy} check, and if you roll a critical failure on the check, you get a failure instead." - ], - "generic": false, - "consumable": true + ] }, { "name": "Mercurial Mantle", @@ -3363,8 +3114,7 @@ ], "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "usage": "worn cloak", "bulk": "L", @@ -3386,7 +3136,6 @@ "freq": 1 }, "trigger": "An enemy misses you with a melee {@action Strike}", - "requirements": null, "entries": [ "You slip around the attacking creature with ease. You {@action Step}, without moving away from the triggering enemy, and then make a melee {@action Strike} against the triggering enemy if it's within reach. If you do make a {@action Strike}, the target attempts a DC 38 {@skill Perception} check before you roll.", { @@ -3417,13 +3166,11 @@ "freq": 1 }, "trigger": "An enemy misses you with a melee {@action Strike}", - "requirements": null, "entries": [ "The cloak hums with power as your whirl it around yourself, disappearing amid a brief flash of light. Teleport up to double your Speed to a location you can see. At the end of the teleportation, you can make a melee {@action Strike} against a creature within reach, if there is one." ] } ], - "generic": false, "consumable": false }, { @@ -3440,11 +3187,10 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This +1 striking frost katana is always cool to the touch, nearly uncomfortably so. Unadorned and with no tsuba, its honed blade is carved from a single tusk of dragon-turtle ivory and wrapped in strips of winter wolf hide. Strikes with the katana gain a +2 status bonus to damage rolls against creatures that have a status penalty to their Speed or are {@condition slowed}. The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking.", @@ -3468,13 +3214,11 @@ "unit": "minute" }, "trigger": "Your spell deals cold damage to a creature", - "requirements": null, "entries": [ "Choose one creature dealt cold damage by the spell. It takes a \u20135-foot status penalty to its Speeds for 1 round." ] } ], - "generic": false, "consumable": false }, { @@ -3501,8 +3245,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "entries": [ "The incense can be used with a {@spell wall of fire} of 6th level or below." @@ -3513,15 +3256,13 @@ "level": 14, "price": { "coin": "gp", - "amount": 750, - "note": null + "amount": 750 }, "entries": [ "The incense can be used with a {@spell wall of fire} of any spell level." ] } - ], - "consumable": true + ] }, { "name": "Orchestral Brooch", @@ -3538,28 +3279,25 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", + "components": [ + "envision" + ], "requirements": "You're a master in {@skill Performance}.", - "frequency": null, "trigger": "You attempt a {@skill Performance} check, but you haven't rolled yet" }, "category": "Talisman", "entries": [ "This silver brooch reverberates lightly with the sound of music every time anyone touches it. You can transform it into the shape of any chosen instrument when you Affix it. When you activate this talisman, your performance is accompanied by a grand procession of music that complements your own work, subject to your direction and intent. You receive a +1 status bonus to your {@skill Performance} check. If you roll a success, you get a critical success instead.", "After being used, the talisman remains a mundane silver brooch with the appearance of the chosen instrument, though it possesses no remaining power." - ], - "generic": false, - "consumable": true + ] }, { "name": "Ouroboros Flail", @@ -3572,7 +3310,7 @@ "Transmutation" ], "usage": "held in 2 hands", - "bulk": "2", + "bulk": 2, "category": "Held", "entries": [ "You can easily expand and contract the chain of this +2 {@item greater striking} {@item extending|SoM} {@item war flail}.", @@ -3586,9 +3324,7 @@ "components": [ "command" ], - "frequency": null, "trigger": "You successfully {@action Strike} with the flail while activating its {@item extending|SoM} rune", - "requirements": null, "entries": [ "The head of the flail wraps around the target of the triggering {@action Strike} and drags it in your direction. The target must succeed at a DC 31 Fortitude save or be pulled adjacent to you. A creature pulled in is then {@condition grabbed} by the flail until the end of your next turn unless you move, your target {@action Escape||Escapes} (DC 31), or you use the flail." ] @@ -3602,9 +3338,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You extend the flail's chain, then wrap it across itself and strike two links together.", "This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold." @@ -3618,8 +3351,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4400, - "note": null + "amount": 4400 }, "entries": [] }, @@ -3628,8 +3360,7 @@ "level": 17, "price": { "coin": "gp", - "amount": 15000, - "note": null + "amount": 15000 }, "entries": [ "The flail is a +3 greater striking greater extending war flail, the activation's DC is 37, and the severed chain is 120 feet long." @@ -3640,8 +3371,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 65000, - "note": null + "amount": 65000 }, "entries": [ "The flail is a +3 major striking greater extending war flail, the activation's DC is 43, and the severed chain is 120 feet long." @@ -3678,9 +3408,6 @@ "components": [ "{@action Cast a Spell}" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell spout|SoM}." ] @@ -3693,8 +3420,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 55, - "note": null + "amount": 55 }, "entries": [] }, @@ -3703,8 +3429,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "entries": [ "Resistance when affixed to armor is 5, enemies' spaces aren't {@quickref difficult terrain||3|terrain} when mistlike, and spell DC is 24.", @@ -3767,8 +3492,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [ "Resistance when affixed to armor is 10, enemies' spaces aren't {@quickref difficult terrain||3|terrain} when mistlike, and the spell DC is 29.", @@ -3870,8 +3594,7 @@ ], "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "usage": "held in 1 hand", "bulk": "L", @@ -3880,19 +3603,16 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "Once you ingest this strongly spiced, glowing red potion, blazing wings of a phoenix sprout from your back and carry you through the air.", "For 1 minute, you gain a {@action Fly} speed of 40 feet.", "The first time each round that you {@action Fly} (including to hover in place), you shed burning feathers that deal {@damage 3d4} fire damage to all creatures in a 10-foot emanation at the end of your movement (DC 29 basic Reflex save)." - ], - "generic": false, - "consumable": true + ] }, { "name": "Potion Of Grounding", @@ -3909,8 +3629,7 @@ ], "price": { "coin": "gp", - "amount": 185, - "note": null + "amount": 185 }, "usage": "held in 1 hand", "bulk": "L", @@ -3919,10 +3638,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -3945,16 +3663,13 @@ "unit": "hour", "freq": 1 }, - "trigger": null, "requirements": "You aren't immune to electricity", "entries": [ "A creature within 30 feet of you is targeted by an {@trait electricity} effect or is in the area of an {@trait electricity} effect. Effect You draw the electricity to yourself like a lightning rod in order to shield the target. If the triggering effect was targeted, it targets you instead of the triggering creature. If it was an area effect, it leaps from the triggering creature's space to fill your space instead.", "This doesn't divert lightning from any other creatures targeted by or in the area of the lightning. You're automatically hit by or automatically fail your save against the effect. You then can't Divert Lightning for {@dice 1d4} rounds." ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Potion Of Minute Echoes", @@ -3970,8 +3685,7 @@ ], "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "usage": "held in 1 hand", "bulk": "L", @@ -3980,18 +3694,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "No matter how carefully you open this bottle, it always lets out an audible, echoing pop. For 1 minute after drinking this potion, you gain a +2 status bonus to {@skill Perception} checks to hear.", "In addition, each time you {@action Seek}, your hearing becomes a precise sense until the beginning of your next turn, allowing you to pinpoint creatures' locations and otherwise perceive the world in detail by listening to the sound of echoes." - ], - "generic": false, - "consumable": true + ] }, { "name": "Potion Of Shared Life", @@ -4007,8 +3718,7 @@ ], "price": { "coin": "gp", - "amount": 95, - "note": null + "amount": 95 }, "usage": "held in 1 hand", "bulk": "L", @@ -4017,18 +3727,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ "Two swirling liquids fill this flask, each slightly distinct in color and brightness from the other. When you drink this potion, you consume only half of the contents. If another willing creature consumes the remainder of the contents within 1 minute, your vitalities become linked for 1 minute from the moment the second one of you drinks. The two of you share breath, so as long as you're within 60 feet of one another, neither of you can begin suffocating unless you're both suffocating. You both gain the following reaction.", "Share Life {@as R} Trigger Your linked ally takes damage and is within 60 feet; Effect The ally takes half damage from the triggering effect (rounded down), and you lose a number of Hit Points equal to the remainder of the damage. You can't trigger this reaction to share damage caused by your ally using this reaction." - ], - "generic": false, - "consumable": true + ] }, { "name": "Potion Of Stable Form", @@ -4049,10 +3756,9 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Potion", "entries": [ @@ -4065,8 +3771,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 180, - "note": null + "amount": 180 }, "entries": [ "The counteract level is 5, and the counteract check modifier is +17. The item bonus is +2, or +3 vs. {@trait polymorph}." @@ -4083,8 +3788,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [ "The counteract level is 8, and the counteract check modifier is +25. The item bonus is +3, or +4 vs. {@trait polymorph}." @@ -4103,8 +3807,7 @@ "replace": "For the next hour, you gain an item bonus against {@trait transmutation} effects, which is greater against {@trait polymorph} effects." }, "entriesMode": "generic" - }, - "consumable": true + } }, { "name": "Rebound Fulu", @@ -4121,28 +3824,24 @@ ], "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "usage": "affixed to a shield", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You use the Shield" }, "category": "Consumable", "entries": [ "Block reaction with the shield to which this fulu is affixed.", "The bronze-colored ink on this pale, silvery talisman sharply reflects light, enough that it seems to glow. When you activate the fulu, it reflects your foe's violence back against them. The foe that triggered the Shield Block reaction takes damage equal to your shield's Hardness or the damage they would have dealt before the Shield Block reaction, whichever is less." - ], - "generic": false, - "consumable": true + ] }, { "name": "Rebounding Breastplate", @@ -4157,8 +3856,7 @@ ], "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "usage": "worn armor", "category": "Armor", @@ -4175,15 +3873,12 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, "requirements": "Your armor has absorbed at least 30 damage", "entries": [ "The absorbed energy explodes from your armor in a pulse of force. Creatures in a 30-foot emanation take {@damage 10d6} force damage with a DC 43 basic Fortitude save. On a failure, they're pushed 10 feet away from you, and on a critical failure, they're pushed 20 feet away from you and fall {@condition prone}. The armor's absorbed damage resets to 0." ] } ], - "generic": false, "consumable": false }, { @@ -4200,18 +3895,16 @@ ], "price": { "coin": "gp", - "amount": 1200, - "note": null + "amount": 1200 }, "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "ammunition": [ "arrow, bolt" @@ -4219,9 +3912,7 @@ "category": "Consumable", "entries": [ "The end of this ammunition is a metallic tuning fork with magical etchings. When an activated resonating arrow hits its target, the tuning fork resonates with residual energy from the shot, transforming it into dangerous sound waves. This deals {@damage 5d10} sonic damage to the target and each creature within 10 feet of it with a basic DC 28 Fortitude save." - ], - "generic": false, - "consumable": true + ] }, { "name": "Restful Sleep Fulu", @@ -4238,27 +3929,22 @@ ], "price": { "coin": "gp", - "amount": 32, - "note": null + "amount": 32 }, "usage": "affixed to a creature", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "envision" + ] }, "category": "Consumable", "entries": [ "Duration 1 hour This fulu depicts the five-spoke wheel of {@deity Qi Zhong|LOGM}, god of magic and medicine, and burns away slowly, like incense. If you fall asleep within the fulu's duration, you regain double the amount of Hit Points you usually gain from resting. You also gain a +2 status bonus to saves against {@trait mental} effects that occur in your dreams, such as the {@spell nightmare} spell." - ], - "generic": false, - "consumable": true + ] }, { "name": "Restful Tent", @@ -4272,16 +3958,14 @@ ], "price": { "coin": "gp", - "amount": 320, - "note": null + "amount": 320 }, - "bulk": "1", + "bulk": 1, "category": "no category found", "entries": [ "This four-person tent provides several benefits for those who rest within. The climate inside the tent is comfortable and allows creatures inside it to withstand most {@condition hostile} weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater can still damage or destroy the tent. Mundane pests such as solitary ordinary insects avoid the tent, though swarms and giant insects can attack the tent as normal. Once you pitch the tent, only you can easily move it; any other creatures must succeed at a DC 20 {@skill Athletics} check to do so. Finally, the tent automatically camouflages with its surroundings, requiring a {@action Search||Searching} creature to succeed at a DC 22 {@skill Perception} check to notice it.", "Magrithar's Magical Compendium, p.284 After hours of contemplating the seemingly mundane robe at the bottom of the chamber surrounded by traps and guardians, I decided the reward was worth the risk. For a moment, nothing happened after I shrugged on the robe, but as a hundred shifting, monstrous eyes began to open along the robe and within my mind, I saw true, and what I saw was not what the defenses were keeping out, but what they were keeping in." ], - "generic": false, "consumable": false }, { @@ -4298,16 +3982,15 @@ "Teleportation" ], "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "command", - "requirements": "You have a free hand.", - "frequency": null, - "trigger": null + "components": [ + "command" + ], + "requirements": "You have a free hand." }, "category": "Talisman", "entries": [ @@ -4321,8 +4004,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 12, - "note": null + "amount": 12 }, "entries": [] }, @@ -4331,15 +4013,13 @@ "level": 10, "price": { "coin": "gp", - "amount": 200, - "note": null + "amount": 200 }, "entries": [ "You don't need to attune the prism. It can retrieve any item in your possession of 1 Bulk or less, chosen when you activate the prism." ] } - ], - "consumable": true + ] }, { "name": "Rune Of Sin", @@ -4355,17 +4035,14 @@ ], "price": { "coin": "gp", - "amount": 1700, - "note": null + "amount": 1700 }, "usage": "tattooed on the body", - "bulk": "\u2014", "category": "Tattoo", "entries": [ "This jagged glyph, one of the {@variantrule Thassilonian Rune Magic|SoM|Thassilonian runes of sin}, reacts to magic of a particular school (there's no rune for divination, as it was considered lesser within sin magic)", "When you {@action Cast a Spell} of the school matching the sin, you gain resistance 5 to damage from spells until the start of your next turn. This resistance is increased to 7 against spells of the matching school. This tattoo has the school trait matching the rune: abjuration for envy, necromancy for gluttony, transmutation for greed, enchantment for lust, illusion for pride, conjuration for sloth, and evocation for wrath." ], - "generic": false, "consumable": false }, { @@ -4381,11 +4058,9 @@ ], "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "Each specialist's ring is dedicated to a single school of magic, and the ring is covered in symbols and glyphs related to that school according to the creator's arcane studies. A specialist's ring has the trait corresponding to its school of magic. You gain a +2 item bonus to {@skill Arcana} checks, and a +1 circumstance bonus to recognize {@trait magical} effects and items of the specific school of magic.", @@ -4402,14 +4077,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You gain 1 Focus Point, which you can use only to cast a wizard school spell of the corresponding school. If not used by the end of your turn, this Focus Point is lost." ] } ], - "generic": false, "consumable": false }, { @@ -4426,11 +4098,9 @@ ], "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "usage": "worn belt", - "bulk": "\u2014", "category": "Apex", "entries": [ "The thin, glittering strands of rope that comprise this thick belt appear to be spun gold. Strung along the front of the belt are a collection of four multicolored, perfectly spherical beads: jade, turquoise, quartz, and amethyst.", @@ -4446,9 +4116,6 @@ "command", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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.", { @@ -4463,7 +4130,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -4479,11 +4145,9 @@ ], "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "usage": "worn", - "bulk": "\u2014", "category": "Worn", "entries": [ "This obsidian ring allows you to partially warp your spells through the Shadow Plane, allowing them to strike directly at a target's body.", @@ -4496,16 +4160,12 @@ "components": [ "command (metamagic)" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] } ], - "generic": false, "consumable": false }, { @@ -4521,17 +4181,14 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "held in 1 hand", "bulk": "L", "category": "Consumable", "entries": [ "This luminous mica dust fluoresces for a short time after being exposed to significant amounts of magical energy. When a creature fails its save against a cloud of glitterdust created using this catalyst, glowing grains stick to them, causing them to shed dim light in a 20-foot radius for as long as their invisibility is negated by the spell as well as causing them to take a \u20132 circumstance penalty to {@skill Stealth} for that duration." - ], - "generic": false, - "consumable": true + ] }, { "name": "Shortbread Spy", @@ -4548,18 +4205,14 @@ ], "price": { "coin": "gp", - "amount": 40, - "note": null + "amount": 40 }, "usage": "held in 2 hands", - "bulk": "\u2014", "category": "Consumable", "entries": [ "Though this item looks like a simple cookie in the shape of a humanoid, it springs to life once decorated with icing or other edible substances. The cookie then scrambles away at a Speed of 15 feet, returning to the same spot about 1 hour later, which gives it enough time to travel roughly a half-mile away and then return along the same path. The cookie spy is oblivious to your instructions and can't be given directions, instead following a path of its own choosing. Upon its return, it falls to the ground, never to move again.", "As long as you decorated the shortbread spy with eyes, it gains normal vision, which it uses to see and magically record the sights along its path. Any creature that eats the cookie once it returns can then see what the spy saw. The images are relatively clear, but the passage of time is a bit muddied, so it might be difficult to tell when the cookie witnessed a given sight." - ], - "generic": false, - "consumable": true + ] }, { "name": "Singing Shortbow", @@ -4572,7 +4225,7 @@ "Magical" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "Rather than a normal bowstring, this +2 {@item greater striking} {@item thundering} {@item composite shortbow} has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note\u2014sonorous if your aim is true and discordant if your shot goes off-target.", @@ -4594,8 +4247,6 @@ "unit": "hour", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a {@action Strike} with the bow. If it hits, the bow generates a {@trait magical} effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected.", { @@ -4615,8 +4266,7 @@ "level": 14, "price": { "coin": "gp", - "amount": 4500, - "note": null + "amount": 4500 }, "entries": [] }, @@ -4625,8 +4275,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 22500, - "note": null + "amount": 22500 }, "entries": [ "The weapon is a +3 {@item greater striking} {@item greater thundering} {@item composite shortbow}, the healing and damage are {@dice 5d10}, and the DC is 38." @@ -4665,8 +4314,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You tap the tuning mace against a nearby surface to cast 4th-level {@spell sound burst} with a DC of 25." ] @@ -4679,8 +4326,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [] }, @@ -4689,8 +4335,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "entries": [ "The mace is a +2 greater striking thundering light mace.", @@ -4713,17 +4358,14 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "held in 1 hand", "bulk": "L", "category": "Consumable", "entries": [ "Performers popularized these bundles of aromatic herbs to calm the mind and ward off misfortune before a big show, though soldier bards have found them especially useful for clearing fear during particularly tumultuous battles. Adding this catalyst to a {@spell soothe} spell also causes the spell to reduce the target's {@condition frightened} condition value by 1." - ], - "generic": false, - "consumable": true + ] }, { "name": "South Wind's Scorch Song", @@ -4739,11 +4381,10 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "usage": "held in 1 hands", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This +1 striking flaming scimitar is always warm to the touch, nearly unbearably so. Lines of crackling flame radiate from carnelians affixed to its curved and blackened blade, and its pommel ends in a brilliant tassel of phoenix feathers. While you have a status bonus to at least one of your Speeds, your Strikes with this scimitar that deal fire damage gain a +2 status bonus to their fire damage. The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking.", @@ -4762,15 +4403,12 @@ "fire", "magical" ], - "frequency": null, "trigger": "Your spell deals fire damage to a creature", - "requirements": null, "entries": [ "You gain a +10-foot status bonus to your Speed until the end of your next turn." ] } ], - "generic": false, "consumable": false }, { @@ -4786,8 +4424,7 @@ ], "price": { "coin": "gp", - "amount": 420, - "note": null + "amount": 420 }, "bulk": "L", "category": "Grimoire", @@ -4807,13 +4444,11 @@ "freq": 1 }, "trigger": "You cast an enchantment spell prepared from this grimoire that has no effect because all targets critically succeeded on their saving throws", - "requirements": null, "entries": [ "You quickly divert the failed enchantment energy into yourself to retain your favored spell in place of another. You lose another spell you prepared of an equal or higher level to the triggering enchantment spell but retain the ability to cast the enchantment spell again." ] } ], - "generic": false, "consumable": false }, { @@ -4830,7 +4465,6 @@ "Necromancy" ], "usage": "affixed to one undead creature", - "bulk": "\u2014", "category": "Consumable", "entries": [ "Duration 1 round (or 4 rounds) 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." @@ -4842,8 +4476,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "entries": [ "The DC is 17." @@ -4862,8 +4495,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 155, - "note": null + "amount": 155 }, "entries": [ "The DC is 27. On a critical failure, the undead is {@condition paralyzed} for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success." @@ -4885,8 +4517,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Staff Of Nature's Cunning", @@ -4901,7 +4532,7 @@ "Transmutation" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid.", @@ -4910,9 +4541,6 @@ "components": [ "{@action Cast a Spell}" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You expend a number of charges from the staff to cast a spell from its list." ] @@ -4926,8 +4554,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ { @@ -4945,8 +4572,7 @@ "level": 11, "price": { "coin": "gp", - "amount": 1400, - "note": null + "amount": 1400 }, "entries": [ { @@ -4963,8 +4589,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6500, - "note": null + "amount": 6500 }, "entries": [ { @@ -4991,7 +4616,7 @@ "Staff" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Staff", "entries": [ "This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to {@skill Survival} checks to {@action Subsist}, {@action Track}, and {@action Cover Tracks}.", @@ -5000,9 +4625,6 @@ "components": [ "{@action Cast a Spell}" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You expend a number of charges from the staff to cast a spell from the staff's list." ] @@ -5016,8 +4638,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "entries": [ { @@ -5035,8 +4656,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1750, - "note": null + "amount": 1750 }, "entries": [ { @@ -5054,8 +4674,7 @@ "level": 16, "price": { "coin": "gp", - "amount": 10000, - "note": null + "amount": 10000 }, "entries": [ { @@ -5072,8 +4691,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 70000, - "note": null + "amount": 70000 }, "entries": [ { @@ -5101,7 +4719,7 @@ "Transmutation" ], "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This magically reinforced wooden shield (Hardness 6, HP 36, BT 18 ) normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy.", @@ -5114,9 +4732,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield." ] @@ -5129,8 +4744,7 @@ "level": 7, "price": { "coin": "gp", - "amount": 350, - "note": null + "amount": 350 }, "entries": [] }, @@ -5139,10 +4753,9 @@ "level": 11, "price": { "coin": "gp", - "amount": 1300, - "note": null + "amount": 1300 }, - "shieldStats": { + "shieldData": { "hardness": 9, "hp": 54, "bt": 27 @@ -5156,10 +4769,9 @@ "level": 15, "price": { "coin": "gp", - "amount": 5500, - "note": null + "amount": 5500 }, - "shieldStats": { + "shieldData": { "hardness": 12, "hp": 72, "bt": 36 @@ -5173,10 +4785,9 @@ "level": 20, "price": { "coin": "gp", - "amount": 55000, - "note": null + "amount": 55000 }, - "shieldStats": { + "shieldData": { "hardness": 16, "hp": 96, "bt": 48 @@ -5218,8 +4829,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "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.", @@ -5234,8 +4843,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1800, - "note": null + "amount": 1800 }, "entries": [] }, @@ -5244,8 +4852,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 6200, - "note": null + "amount": 6200 }, "entries": [ "The activation's DC is 34 and the damage is {@dice 12d6}." @@ -5256,8 +4863,7 @@ "level": 18, "price": { "coin": "gp", - "amount": 21000, - "note": null + "amount": 21000 }, "entries": [ "The item bonus is +3, the activation's DC is 38 and the damage is {@dice 14d6}." @@ -5282,27 +4888,23 @@ ], "price": { "coin": "gp", - "amount": 1900, - "note": null + "amount": 1900 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "command", - "requirements": null, - "frequency": null, + "components": [ + "command" + ], "trigger": "You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage." }, "category": "Consumable", "entries": [ "This unassuming paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud, and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore {@quickref difficult terrain||3|terrain} from wind and weather, and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect." - ], - "generic": false, - "consumable": true + ] }, { "name": "Stormfeather", @@ -5318,29 +4920,25 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": "You're an expert in {@skill Acrobatics}.", - "frequency": null, - "trigger": null + "components": [ + "Interact" + ], + "requirements": "You're an expert in {@skill Acrobatics}." }, "category": "Talisman", "entries": [ "Even while affixed, this electric blue feather sways lightly in the air, as if always accompanied by a breeze.", "When activated, the talisman casts fly on you, though the duration is 1 minute. You can {@action Dismiss} this activation.", "If you do, you're affected by feather fall." - ], - "generic": false, - "consumable": true + ] }, { "name": "Storyteller's Opus", @@ -5355,8 +4953,7 @@ ], "price": { "coin": "gp", - "amount": 230, - "note": null + "amount": 230 }, "bulk": "L", "category": "Grimoire", @@ -5377,13 +4974,11 @@ "freq": 1 }, "trigger": "A creature succeeds, but doesn't critically succeed, at a {@skill Perception} check to {@quickref disbelieve an illusion|CRB|2|disbelieving illusions|0} spell you prepared from this grimoire", - "requirements": null, "entries": [ "You quickly tell a fib to try to smooth over the inconsistencies in your illusion. Attempt a {@skill Deception} check against the triggering creature's {@skill Perception} DC. If you succeed, the creature doesn't {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}." ] } ], - "generic": false, "consumable": false }, { @@ -5399,8 +4994,7 @@ ], "price": { "coin": "gp", - "amount": 480, - "note": null + "amount": 480 }, "bulk": "L", "category": "Grimoire", @@ -5415,15 +5009,11 @@ "components": [ "envision (metamagic)" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] } ], - "generic": false, "consumable": false }, { @@ -5440,8 +5030,7 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "usage": "held in 1 hand", "bulk": "L", @@ -5462,14 +5051,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The thousand-blade thesis dramatically unfurls, and the weapons contained within it spring forth and array themselves impressively in the air, floating within easy reach. For 1 minute, you can use a free action to {@action Interact} to draw one of the floating weapons. Others can attempt to nab them out of the air, but to do so they must critically succeed at a {@action Disarm} check. You can't place weapons back into the thesis until the minute elapses." ] } ], - "generic": false, "consumable": false }, { @@ -5496,8 +5082,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "entries": [ "The nimbus deals {@damage 1d4} electricity damage, or {@damage 1d6} electricity damage if the creature is using a metal weapon, but the nimbus only lasts 1 round, rather than the full minute." @@ -5516,8 +5101,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "entries": [ "The nimbus deals {@damage 1d4} electricity damage, or {@damage 1d6} electricity damage if the creature is using a metal weapon." @@ -5536,8 +5120,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 125, - "note": null + "amount": 125 }, "entries": [ "The nimbus deals {@damage 2d4} electricity damage, or {@damage 2d6} electricity damage if the creature is using a metal weapon." @@ -5556,8 +5139,7 @@ "level": 13, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [ "The nimbus deals {@damage 3d4} electricity damage, or {@damage 3d6} electricity damage if the creature is using a metal weapon." @@ -5571,8 +5153,7 @@ "entriesMode": "generic" } } - ], - "consumable": true + ] }, { "name": "Titan's Grasp", @@ -5588,8 +5169,7 @@ ], "price": { "coin": "gp", - "amount": 24000, - "note": null + "amount": 24000 }, "usage": "worn gloves", "bulk": "L", @@ -5610,7 +5190,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, "requirements": "You have two hands free", "entries": [ "You clap the gauntlets together with a thunderous crack that deals {@damage 6d10} sonic damage in a 30-foot emanation. Each creature in the area must attempt a DC 35 Fortitude save.", @@ -5626,7 +5205,6 @@ ] } ], - "generic": false, "consumable": false }, { @@ -5643,8 +5221,7 @@ ], "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "usage": "held in 1 hand", "bulk": "L", @@ -5653,17 +5230,14 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Oil", "entries": [ "This slimy gel wriggles to the touch, as if covered by a multitude of imperceptible cilia. If applied to a creature or object no larger than 7 feet in any dimension, the protoplasm shifts it into an ooze-like state for 1 minute, allowing the subject to squash and stretch harmlessly. In this state, a creature that attempts a check to {@action Squeeze} uses the outcome one degree of success better than it rolls and can move its full Speed while {@action Squeeze||Squeezing}, and an object can fit through a space 2 feet across. One vial can cover a creature or object of up to Large size, but as each vial is made from a specific ooze, multiple vials can't be combined together to cover a larger object, as the two gels simply negate each other." - ], - "generic": false, - "consumable": true + ] }, { "name": "Tracking Fulu", @@ -5679,27 +5253,22 @@ ], "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "usage": "affixed to creature or object", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "envision" + ] }, "category": "Consumable", "entries": [ "Used covertly by assassins and spies, this pair of fulus stick to one another when created but can be easily separated. Affix one fulu to a target before activating its pair. When activated, the unaffixed fulu flutters toward the affixed one at a speed of 30 feet per round, traveling for up to 1 hour and fluttering more rapidly the closer it comes to its pair. The unaffixed fulu always moves in a straight line towards the affixed fulu; it can't solve mazes or find its way through winding paths." - ], - "generic": false, - "consumable": true + ] }, { "name": "Trinity Geode", @@ -5729,9 +5298,6 @@ "components": [ "{@action Cast a Spell}" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You cast {@spell scatter scree|SoM}." ] @@ -5744,8 +5310,7 @@ "level": 3, "price": { "coin": "gp", - "amount": 60, - "note": null + "amount": 60 }, "entries": [] }, @@ -5754,8 +5319,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 460, - "note": null + "amount": 460 }, "entries": [ "Resistance when affixed to armor is 3, extra damage affixed to a weapon is {@damage 1d6}, and spell DC is 24.", @@ -5818,8 +5382,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1900, - "note": null + "amount": 1900 }, "entries": [ "Resistance when affixed to armor is 5, extra damage when affixed to a weapon is {@damage 1d8}, and spell DC is 29.", @@ -5918,7 +5481,6 @@ "Magical" ], "usage": "worn amulet", - "bulk": "\u2014", "category": "Worn", "entries": [ "This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested.", @@ -5932,8 +5494,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "entries": [] }, @@ -5942,8 +5503,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 850, - "note": null + "amount": 850 }, "entries": [] }, @@ -5952,8 +5512,7 @@ "level": 15, "price": { "coin": "gp", - "amount": 5500, - "note": null + "amount": 5500 }, "entries": [] }, @@ -5962,8 +5521,7 @@ "level": 20, "price": { "coin": "gp", - "amount": 55000, - "note": null + "amount": 55000 }, "entries": [] } @@ -5984,19 +5542,17 @@ ], "price": { "coin": "gp", - "amount": 900, - "note": null + "amount": 900 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "reaction" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You trigger a trap's reaction or an enemy that was {@condition undetected} by you makes an attack against you" }, "category": "Talisman", @@ -6004,9 +5560,7 @@ "You're an expert in the affixed armor and an expert in Reflex saves.", "Within this strange glass sphere swirls a cloud of smoke that occasionally appears as if it's trying to escape. You react to a surprise encounter with haste, activating this talisman and causing your body to momentarily become like vapor. Against the trap's reaction or the attack, you gain resistance 25 to physical damage and are immune to precision damage.", "This effect also prevents the reaction or attack from physically moving you (such as falling down a pit or being knocked {@condition prone}), and after the reaction or attack, you can {@action Fly} 5 feet. When you end this flight, you leave your vaporous state and are exposed to any danger still at your location." - ], - "generic": false, - "consumable": true + ] }, { "name": "Venomous Cure Fulu", @@ -6023,28 +5577,24 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "free" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You attempt a saving throw against an injected poison." }, "category": "Consumable", "entries": [ "This green fulu depicts venomous creatures and vermin.", "When activated, the venom from the fulu fights against the venom in your system, granting you a +2 status bonus to the triggering saving throw." - ], - "generic": false, - "consumable": true + ] }, { "name": "Warding Tablets", @@ -6059,8 +5609,7 @@ ], "price": { "coin": "gp", - "amount": 450, - "note": null + "amount": 450 }, "bulk": "L", "category": "Grimoire", @@ -6079,15 +5628,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with additional abjurations and attempt to remove a harmful effect.", "Your spell attempts to counteract a harmful spell effect of your choice on the target. This isn't without risks, however. If your attempt fails to remove the harmful effect, the warding energy is consumed by the unyielding malediction, and you lose the abjuration spell's normal effects." ] } ], - "generic": false, "consumable": false }, { @@ -6103,7 +5649,6 @@ "Tattoo" ], "usage": "tattooed on the body", - "bulk": "\u2014", "category": "Tattoo", "entries": [ "Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles.", @@ -6121,7 +5666,6 @@ "freq": 1 }, "trigger": "An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically", - "requirements": null, "entries": [ "Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage." ] @@ -6134,8 +5678,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 140, - "note": null + "amount": 140 }, "entries": [] }, @@ -6144,8 +5687,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "You gain resistance 2 to damage from hazardous terrain and environmental hazards at all times, which increases to 5 when the tattoo is activated." @@ -6156,8 +5698,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 220, - "note": null + "amount": 220 }, "entries": [ "In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, it casts {@spell air bubble} on you, in addition to the other effects." @@ -6171,8 +5712,7 @@ ], "price": { "coin": "gp", - "amount": 300, - "note": null + "amount": 300 }, "entries": [ "You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated." @@ -6194,17 +5734,14 @@ ], "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "usage": "held in 1 hand", "bulk": "L", "category": "Consumable", "entries": [ "Many books and spellbooks are treated in this wax formula to protect them from the elements, but waterproofing wax's liquid-repellent properties can be further applied to split up a {@spell grease} spell into useful smaller sections. When the spell is cast in an area while using this catalyst, the conjured grease fills three 5-foot squares within 30 feet instead of its normal area; these squares don't need to be contiguous." - ], - "generic": false, - "consumable": true + ] } ] } diff --git a/data/items/items-sot1.json b/data/items/items-sot1.json index ecdc82f9c7..476ad84801 100644 --- a/data/items/items-sot1.json +++ b/data/items/items-sot1.json @@ -15,8 +15,7 @@ ], "price": { "coin": "gp", - "amount": 32, - "note": null + "amount": 32 }, "usage": "held in 2 hands", "bulk": "L", @@ -25,18 +24,15 @@ "number": 1, "unit": "action" }, - "components": "Interact", - "requirements": null, - "frequency": null, - "trigger": null + "components": [ + "Interact" + ] }, "category": "Poison", "entries": [ "Used to write secret messages, a single dose of forgetful ink is enough to pen a page of text, often with flourishes extending to the page's edges. Anyone handling the page is exposed to the poison. This includes casual reading, unless the reader specifically takes precautions not to physically touch it. Unlike other poisons, forgetful ink retains its potency for one year, regardless of the number of victims exposed.", "Saving Throw DC 20 Fortitude (secret); Onset 1 minute; Stage 1 The reader forgets the contents of the writing, recalling it as blank or as inconsequential text." - ], - "generic": false, - "consumable": true + ] }, { "name": "Goz Mask", @@ -51,7 +47,6 @@ "Transmutation" ], "usage": "worn mask", - "bulk": "\u2014", "category": "Worn", "entries": [ "Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but they remain in use by people all around the Mwangi Expanse. These masks are typically made of wood and crafted to sport round, exaggerated features.", @@ -64,9 +59,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute." ] @@ -79,8 +71,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "entries": [] }, @@ -89,8 +80,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 240, - "note": null + "amount": 240 }, "entries": [ "The effect lasts for 10 minutes." @@ -101,8 +91,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 1900, - "note": null + "amount": 1900 }, "entries": [ "The major goz mask gives you darkvision and allows you to ignore all concealment from any {@trait environmental} effects for 1 hour." @@ -126,11 +115,9 @@ ], "price": { "coin": "gp", - "amount": 210, - "note": null + "amount": 210 }, "usage": "worn mask", - "bulk": "\u2014", "category": "Worn", "entries": [ "All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look similar to one another, with only the slightest of differences to tell them apart.", @@ -147,15 +134,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate {@skill Perception} check against the lower of your or the other wearer's {@skill Deception} DCs to {@action Impersonate} each other. On a failure, they don't realize the swap occurred." ] } ], "craftReq": "Supply a casting of dimension door. You can link a herd mask you create to another herd mask in your possession when you finish crafting it, which causes it to be linked to the chosen mask as well as all other herd masks that are also linked to the chosen mask.", - "generic": false, "consumable": false }, { @@ -173,11 +157,9 @@ ], "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "usage": "worn mask", - "bulk": "\u2014", "category": "Worn", "entries": [ "This porcelain or alabaster mask portrays an angelic visage of kindness and mercy.", @@ -195,13 +177,11 @@ "freq": 1 }, "trigger": "You are about to roll a variable number of Hit Points you restore from an action with the {@trait healing} trait", - "requirements": null, "entries": [ "Roll twice to determine the number of Hit Points you restore and take the higher result." ] } ], - "generic": false, "consumable": false }, { @@ -218,11 +198,9 @@ ], "price": { "coin": "gp", - "amount": 475, - "note": null + "amount": 475 }, "usage": "worn mask", - "bulk": "\u2014", "category": "Worn", "entries": [ "These masks are always decorated with at least one wide, staring eye.", @@ -237,7 +215,6 @@ } } ], - "generic": false, "consumable": false }, { @@ -254,16 +231,13 @@ ], "price": { "coin": "gp", - "amount": 5, - "note": null + "amount": 5 }, "usage": "worn mask", - "bulk": "\u2014", "category": "Worn", "entries": [ "These minor magic items are painted to resemble your face, or some metaphorical depiction thereof, to encourage the ushers of death to take the mask in your place. If you begin your turn with a {@condition dying} value of 3 or greater, instead of making your recovery check, you lose the {@condition dying} condition but remain {@condition unconscious} at 0 Hit Points. The mask then cracks in half and is destroyed. The psychopomps won't be so easily fooled again\u2014you are temporarily immune to the effects of any psychopomp mask for 1 year." ], - "generic": false, "consumable": false }, { @@ -279,7 +253,6 @@ "Transmutation" ], "usage": "worn mask", - "bulk": "\u2014", "category": "Worn", "entries": [ "Covered with thick armor and bearing a thicker horn, this face mask grants you increased momentum. If you {@action Stride} at least 10 feet, your next melee {@action Strike} before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit." @@ -291,8 +264,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 90, - "note": null + "amount": 90 }, "entries": [] }, @@ -301,8 +273,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 425, - "note": null + "amount": 425 }, "entries": [ "Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less." @@ -336,9 +307,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower {@skill Perception} check to hear.", "The bone's recording doesn't copy magical {@trait auditory} effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again." @@ -353,9 +321,6 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "The bone replays its recorded sounds." ] @@ -368,8 +333,7 @@ "level": 1, "price": { "coin": "gp", - "amount": 8, - "note": null + "amount": 8 }, "entries": [] }, @@ -378,8 +342,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 64, - "note": null + "amount": 64 }, "craftReq": "Supply a casting of ghost sound.", "entries": [ @@ -403,16 +366,13 @@ ], "price": { "coin": "gp", - "amount": 80, - "note": null + "amount": 80 }, "usage": "worn mask", - "bulk": "\u2014", "category": "Worn", "entries": [ "This simple wooden mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak even when polymorphed into an animal. The shapespeak mask does not otherwise remove any limitations, such as the inability to cast spells when transformed." ], - "generic": false, "consumable": false }, { @@ -428,7 +388,7 @@ "Transmutation" ], "usage": "worn mask", - "bulk": "1", + "bulk": 1, "category": "Worn", "entries": [ "This carved wooden full-head mask sports several holes along each side of the face. The first time each day that you begin your turn {@condition unconscious} and within 25 feet of an enemy, metallic insect legs emerge from the holes in the mask and {@action Step} 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask {@action Step||Steps} away from one of them at random. The mask possesses no special senses and does not react to {@condition hidden} or {@condition undetected} enemies, nor can it distinguish that a creature not acting openly {@condition hostile} is an enemy." @@ -440,8 +400,7 @@ "level": 2, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "entries": [] }, @@ -450,8 +409,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [ "The mask {@action Step||Steps} 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn {@condition unconscious} and within 25 feet of an enemy, the mask {@action Step||Steps} 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the {@trait auditory} and {@trait concentrate} traits. If the mask hears the signal, it attempts to move you towards that ally when it {@action Step||Steps} away from the nearest enemy." @@ -490,8 +448,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent.", "While this effect is active, creatures can't be {@condition concealed} from you due to living plants, such as small trees, vines, and grass. This also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to {@action Hide} or {@action Sneak}, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree.", @@ -506,8 +462,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 30, - "note": null + "amount": 30 }, "entries": [] }, @@ -516,8 +471,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 240, - "note": null + "amount": 240 }, "entries": [ "The effect lasts for 10 minutes." diff --git a/data/items/items-sot2.json b/data/items/items-sot2.json index c63ff7f1b8..d81ff2dbe2 100644 --- a/data/items/items-sot2.json +++ b/data/items/items-sot2.json @@ -14,11 +14,10 @@ ], "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This beautiful leather bag is lined in soft fur and purrs quietly when pet.", @@ -35,8 +34,6 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You shake the bag to produce a single cat. You cast a 3rd-level {@spell summon animal} to produce a leopard (Bestiary 52)." ] @@ -55,15 +52,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You pull the bag over your head and it covers you completely. You then exit the bag in the form of a large cat.", "You gain the effects of 3rd-level {@spell animal form} but must use the cat battle form." ] } ], - "generic": false, "consumable": false }, { @@ -82,8 +76,7 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "worn crown", "bulk": "L", @@ -104,14 +97,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You bow to an ally within 30 feet, creating a magical bond between the two of you. You cast {@spell shield} other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers {@dice 4d8} Hit Points and you recover half of what they recover." ] } ], - "generic": false, "consumable": false }, { @@ -128,11 +118,10 @@ ], "price": { "coin": "gp", - "amount": 360, - "note": null + "amount": 360 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "This +1 striking returning spear is warm to the touch. The head of the spear is crafted from gold with ivory inlay and has a ruby set into the shaft. You can make the spear glow like a torch or suppress its light by using an action, which has the {@trait concentrate} trait.", @@ -150,14 +139,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You touch the ruby and hurl the spear at a square within 40 feet. When the spear lands, it detonates, dealing {@damage 6d6} fire damage (DC 23 basic Reflex save) to all creatures in a 10-foot emanation. It then flies back to your hand." ] } ], - "generic": false, "consumable": false }, { @@ -173,11 +159,10 @@ ], "price": { "coin": "gp", - "amount": 415, - "note": null + "amount": 415 }, "usage": "held in 1 hand", - "bulk": "1", + "bulk": 1, "category": "Held", "entries": [ "Long associated with a notorious crime boss in Nantambu, this stout +1 striking fearsomeAPG club is studded with vicious-looking knobs of obsidian and wrapped in cloth for a better grip.", @@ -191,15 +176,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You gesture at a square within 40 feet with Habu's Cudgel. The club causes a frightful wail to unleash from that square and casts fear (DC 24 Will save) targeting the creature in that square and all adjacent creatures." ] } ], - "generic": false, "consumable": false }, { @@ -215,11 +196,10 @@ ], "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "usage": "worn armor", - "bulk": "2", + "bulk": 2, "category": "Armor", "entries": [ "Made of cobalt-colored steel rings that flow down the entire length of the garment, this +1 resilient chain mail includes an armored face covering. The armor is said to be based on the same armor once worn by Azure Leopard, one of Old-Mage Jatembe's magic warriors.", @@ -237,15 +217,12 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "You call upon the ferocity and grace of the leopard. The armor's rings flatten out to become a solid piece of flexible armor. You gain a +2 item bonus to {@skill Stealth} checks and {@skill Intimidation} checks to {@action Demoralize}, but take a \u20132 penalty to {@skill Diplomacy} and {@skill Society} checks.", "This lasts for 1 hour, but you can Activate the armor again to revert it back to its original form." ] } ], - "generic": false, "consumable": false }, { @@ -263,27 +240,23 @@ ], "price": { "coin": "gp", - "amount": 28, - "note": null + "amount": 28 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "reaction" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You would take physical damage." }, "category": "Talisman", "entries": [ "This thick brooch is carved from a single piece of rhino hide. It's lacquered and covered in a thin layer of silver dust. When activated, the talisman grants you resistance 5 to physical damage until the end of the current creature's turn. This resistance applies to the triggering attack." - ], - "generic": false, - "consumable": true + ] }, { "name": "Singing Muse", @@ -300,28 +273,24 @@ ], "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "usage": "affixed to armor", - "bulk": "\u2014", "activate": { "activity": { "number": 1, "unit": "reaction" }, - "components": "envision", - "requirements": null, - "frequency": null, + "components": [ + "envision" + ], "trigger": "You attempt a" }, "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." - ], - "generic": false, - "consumable": true + ] }, { "name": "Spellender", @@ -336,8 +305,7 @@ ], "price": { "coin": "gp", - "amount": 600, - "note": null + "amount": 600 }, "usage": "held in 1 hand", "bulk": "L", @@ -357,14 +325,11 @@ "unit": "day", "freq": 1 }, - "trigger": null, - "requirements": null, "entries": [ "The dagger casts a 4th-level {@spell dispel magic} targeting the most powerful spell effect affecting the creature you critically hit. The counteract check is +15." ] } ], - "generic": false, "consumable": false }, { @@ -393,9 +358,6 @@ "envision", "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "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." ] @@ -408,8 +370,7 @@ "level": 6, "price": { "coin": "gp", - "amount": 250, - "note": null + "amount": 250 }, "entries": [ "This chime features carvings of destructive runes.", @@ -421,8 +382,7 @@ "level": 4, "price": { "coin": "gp", - "amount": 100, - "note": null + "amount": 100 }, "entries": [ "A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day." @@ -433,8 +393,7 @@ "level": 10, "price": { "coin": "gp", - "amount": 1000, - "note": null + "amount": 1000 }, "entries": [ "This chime's carvings depict skulls and other grim icons.", @@ -446,8 +405,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 500, - "note": null + "amount": 500 }, "entries": [ "This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save)", @@ -459,8 +417,7 @@ "level": 5, "price": { "coin": "gp", - "amount": 160, - "note": null + "amount": 160 }, "entries": [ "This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week." @@ -471,8 +428,7 @@ "level": 12, "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "entries": [ "This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week." @@ -506,8 +462,7 @@ "level": 8, "price": { "coin": "gp", - "amount": 495, - "note": null + "amount": 495 }, "entries": [ "This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards (Pathfinder Bestiary 52) that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become {@condition dazzled} for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time.", @@ -519,8 +474,7 @@ "level": 9, "price": { "coin": "gp", - "amount": 700, - "note": null + "amount": 700 }, "entries": [ "This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus (Pathfinder Bestiary 2 144) that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day." diff --git a/data/items/items-tio.json b/data/items/items-tio.json index f45aec8b77..eca49ddbdc 100644 --- a/data/items/items-tio.json +++ b/data/items/items-tio.json @@ -14,8 +14,7 @@ ], "price": { "coin": "gp", - "amount": 6, - "note": null + "amount": 6 }, "usage": "held in 1 hand", "bulk": "L", @@ -23,9 +22,7 @@ "entries": [ "This cloudy, white liquid helps protect against poisons.", "When you drink an antivenom potion, you can immediately attempt a DC {@flatDC 10} flat check to end any {@condition persistent damage ||persistent poison damage} you're taking. In addition, for 1 minute after drinking the potion, you gain a +1 bonus to Fortitude saving throws to avoid taking {@condition persistent damage ||persistent poison damage}." - ], - "generic": false, - "consumable": true + ] }, { "name": "Capsaicin Tonic", @@ -41,8 +38,7 @@ ], "price": { "coin": "gp", - "amount": 17, - "note": null + "amount": 17 }, "usage": "held in 1 hand", "bulk": "L", @@ -59,16 +55,11 @@ "components": [ "Interact" ], - "frequency": null, - "trigger": null, - "requirements": null, "entries": [ "You belch out a foul-smelling cloud of blisteringly spicy gas that fills a single square adjacent to you. Creatures within the cloud are {@condition concealed}, and all creatures outside the cloud are {@condition concealed} to creatures within it. The cloud remains for 1 minute but can be dispersed by a strong wind. The cloud deals {@damage 1d4} fire damage to creatures that enter the cloud on their turn, as well as to creatures that start their turn in the cloud (a creature takes this damage no more than once per round, even if it moves back and forth into the cloud multiple times during the round)." ] } - ], - "generic": false, - "consumable": true + ] }, { "name": "Sparkblade", @@ -82,14 +73,12 @@ ], "price": { "coin": "gp", - "amount": 70, - "note": null + "amount": 70 }, "category": "no category found", "entries": [ "Faint, delicate etchings of lightning trace across the blade of this +1 cold iron shortsword. Cold iron is made from particularly pure sources of iron and shaped with little to no heat, resulting in weapons deadly to demons and fey alike. Once per day, you can spend 1 action to point the sparkblade at a foe within 30 feet of you and shoot an arc of lightning from the blade. This lightning can leap from your chosen foe to another creature you choose within 30 feet, dealing {@damage 2d4+4} electricity damage to each creature (DC 19 basic Reflex save)." ], - "generic": false, "consumable": false }, { @@ -106,8 +95,7 @@ ], "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "usage": "worn", "bulk": "\u2014", @@ -120,7 +108,6 @@ "If you choose to deal the fire damage, you can't Activate the sun wheel again until the next morning.", "If you prevent damage but don't deal the fire damage, you can use it again in 10 minutes, as normal for shield." ], - "generic": false, "consumable": false } ] diff --git a/data/languages.json b/data/languages.json index 4a60427da1..e7672d33df 100644 --- a/data/languages.json +++ b/data/languages.json @@ -563,7 +563,9 @@ "Thuvia", "Vidrian" ], - "entries": [] + "entries": [ + "The Common tongue of the Mwangi Expanse is known simply as Mwangi, a trade language developed to be accessible to people from different backgrounds across the Expanse. When playing characters native to the Mwangi Expanse, the GM should replace \"Common\" as the default language with \"Mwangi\" instead." + ] }, { "name": "Mzunu", diff --git a/data/renderdemo.json b/data/renderdemo.json index 47e7d2d60a..b800d6e3e5 100644 --- a/data/renderdemo.json +++ b/data/renderdemo.json @@ -135,7 +135,7 @@ "type": "pf2-sidebar", "name": "Sidebars", "entries": [ - "Sidebars can be give additional CSS classes using the \"style\" property. Use \"pf2-sidebar--left\" to float the sidebar to the left. Sidebars can have multiple titles.", + "Sidebars can be give additional CSS classes using the \"style\" array. Use \"pf2-sidebar--left\" to float the sidebar to the left. Use \"pf2-sidebar--full\" to extend the sidebar to the bottom of the screen (this though is stopped by another sidebar if one exists in its way). Sidebars can have multiple titles.", { "type": "pf2-title", "name": "Dr. Pavel, I'm CIA." @@ -707,7 +707,6 @@ "Arcane", "Primal" ], - "altTraditions": null, "school": "V", "focus": false, "components": { @@ -716,7 +715,6 @@ "S": true, "V": true }, - "cost": null, "traits": [ "Evocation", "Fire" @@ -728,8 +726,6 @@ "number": 2, "unit": "action" }, - "requirements": null, - "trigger": null, "range": { "entry": "500 feet", "distance": { @@ -743,20 +739,16 @@ ], "entry": "20-foot burst" }, - "targets": null, "duration": { "type": null }, "savingThrow": "Reflex", "savingThrowBasic": true, "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "dismiss": false, "sustain": false, diff --git a/data/rituals.json b/data/rituals.json index fd709162c8..1d0a5f81b9 100644 --- a/data/rituals.json +++ b/data/rituals.json @@ -127,13 +127,7 @@ "Critical Failure": "You botch the ritual, damaging your own spiritual essence. You gain {@condition doomed|CRB|doomed 1} or increase your {@condition doomed} condition by 1 if you're already {@condition doomed}. This {@condition doomed} value decreases by 1 every week. This is a {@trait curse} effect." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Animate Object", @@ -185,13 +179,7 @@ "Critical Failure": "You create the animated object, but it goes berserk and attempts to destroy you." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Arcane Weaving", @@ -237,13 +225,7 @@ "Critical Failure": "As failure, and all participants are {@condition stupefied|CRB|stupefied 1} for 24 hours and can't reduce their {@condition stupefied} condition below 1 for 24 hours." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Asmodean Wager", @@ -304,13 +286,7 @@ "Critical Failure": "The wording of the ritual is imperfect and subverts the bet, causing all bettors to be considered losers regardless of the actual result of the wager." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Astral Projection", @@ -424,13 +400,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the maximum target level by 2 and the base cost by 20 gp." - }, - "x": null, - "no_x": null + } } }, { @@ -486,13 +459,7 @@ "Critical Failure": "You accidentally awaken the target with a pure bestial hatred toward you. The target's Intelligence, Wisdom, and Charisma modifiers increase to \u20132 if they were worse. It becomes {@condition hostile} to you, attempting to destroy you." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Awaken Object", @@ -541,13 +508,7 @@ "entries": [ "You imbue a single Small or smaller object with rudimentary awareness and consciousness, and it gains mental ability modifiers depending on the results of the ritual. It gains the ability to see and hear, and the ability to understand (but not speak) a single language that you know. It's {@condition indifferent} to you and all living creatures. In all other respects, it's an ordinary object of its type. An awakened object that gains the {@condition broken} condition is rendered insensate until Repaired above its {@condition Broken} Threshold.", "Magical objects and constructs can't be awakened, nor can most spell or magic item abilities be added to an awakened object later (the process to do so is much more complicated than a ritual and essentially creates an intelligent magic." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Awaken Portal", @@ -675,13 +636,7 @@ "Critical Failure": "You die. Casters killed this way frequently return as undead, often as ghosts or vampires." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Blight", @@ -740,13 +695,7 @@ "Critical Failure": "The flora in the area changes in an unexpected way, determined by the GM but generally as contradictory to your true desires as possible (for instance, enriching crops when you would prefer to blight them)." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Call Spirit", @@ -801,13 +750,7 @@ "Critical Failure": "One or more evil spirits appear and attack." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Clone", @@ -910,13 +853,7 @@ "Critical Failure": "You are exposed to the enormity of the cosmos and are {@condition stupefied 4} for 1 week (can't remove by any means)." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Commune With Nature", @@ -960,13 +897,7 @@ }, "entries": [ "As {@ritual commune}, except you contact the primal spirits of nature, which know about animals, beasts, fey, plants, topography, and natural resources within a 3-mile radius of the ritual's location." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Community Repair", @@ -1023,13 +954,7 @@ "Critical Failure": "The public work refuses to repair itself, and the memories of the community members are soured in response to the botched ritual. For the next week, while a caster is within 60 feet of the site of the ritual, they cannot receive any benefit from beneficial {@trait emotion} effects, and they take a \u201310-foot status penalty to their Speeds as their movement slows to a morose crawl." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Concealment's Curtain", @@ -1093,13 +1018,7 @@ "Critical Failure": "The ritual backfires and all casters participating in it are {@condition blinded} for the next 24 hours." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Consecrate", @@ -1168,15 +1087,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "The consecrated area also gains the effects of the {@spell dimensional lock} spell, but the effect doesn't attempt to counteract teleportation by worshippers of your deity. The cost increases to 200 gp × the spell level." } - ], - "no_x": null + ] } }, { @@ -1245,15 +1161,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "You can create unseasonable weather and contradictory weather effects, such as extreme cold and a hurricane. You can make the weather calm and normal weather for a different season or choose weather effects from any season's list." } - ], - "no_x": null + ] } }, { @@ -1324,7 +1237,6 @@ } ], "heightened": { - "heightened": true, "x": [ { "entry": "The ritual creates a square area 1,000 feet on a side, with a ceiling 20 feet high (two contiguous areas of this size on a critical success). The cost of the ritual increases to 20,000 gp.", @@ -1434,13 +1346,7 @@ "Critical Failure": "You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It attempts to destroy you." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Daemonic Pact", @@ -1575,8 +1481,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, @@ -1586,8 +1490,7 @@ "level": 9, "entry": "The dread ambience costs 5,000 gp and remains in place for an unlimited duration." } - ], - "no_x": null + ] } }, { @@ -1635,8 +1538,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -1646,8 +1547,7 @@ "level": 6, "entry": "As 4th level, except the wisp can see invisibility, and its {@skill Perception} modifier increases to +15, or +17 on a critical success." } - ], - "no_x": null + ] } }, { @@ -1706,13 +1606,7 @@ "Critical Failure": "All casters take damage and suffer the ley line's backlash as if they had critically failed to Tap the Ley Line. This damage and backlash is enhanced as if the ley line were successfully empowered, leading to increased damage and longer backlash effects." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Establish Nexus", @@ -1770,13 +1664,7 @@ "Critical Failure": "All casters take damage and suffer backlash effects as if they had critically failed to Tap every Ley Line in the node simultaneously, and they can't attempt to Tap those Ley Lines for a year and one day." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Fantastic Façade", @@ -1838,7 +1726,6 @@ } ], "heightened": { - "heightened": true, "x": [ { "level": 10, @@ -1906,13 +1793,7 @@ "Critical Failure": "The ritual has no effect and attracts the attention of a troublesome fey creature. At the GM's discretion, it might be {@condition hostile} or merely mischievous." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Freedom", @@ -1965,13 +1846,7 @@ "Critical Failure": "The {@trait magical} effects imprisoning the target, petrifying the target, or putting it into stasis affect you and all secondary casters." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Garden Of Death", @@ -2035,13 +1910,7 @@ "Critical Failure": "You and the secondary casters are each bitten by the most poisonous creature found naturally in the environment." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Geas", @@ -2103,8 +1972,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, @@ -2118,8 +1985,7 @@ "level": 9, "entry": "As 5th level, but the geas lasts for a duration you choose (even unlimited) on an unwilling creature." } - ], - "no_x": null + ] } }, { @@ -2176,13 +2042,7 @@ "Critical Failure": "The ritual backfires. You and the secondary caster become magically isolated from each other for 1 week, unable to provide each other any beneficial effect." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Heartbond", @@ -2238,15 +2098,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "Increase the cost to a total value of 600 gp. On a success, secondary casters in the ritual permanently gain the effects of a 6th-level {@spell telepathy} spell, but only with each other." } - ], - "no_x": null + ] } }, { @@ -2358,13 +2215,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Increase the damage to the target by {@dice 1d6} per body part component, and the damage to the casters on a critical failure by {@dice 3d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -2432,8 +2286,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, @@ -2443,8 +2295,7 @@ "level": 10, "entry": "You can use the object and oubliette forms of imprisonment in addition to the other options, and you can target a creature of up to 20th level. The base cost increases to 6,000 gp." } - ], - "no_x": null + ] } }, { @@ -2536,15 +2387,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "You can use inveigle on a creature up to 1 mile away throughout the casting, as long as you have a lock of hair, a drop of blood, or some other piece of the creature's body, which you mix into the oils used in the cost. The base cost increases to 100 gp. The duration is shorter than normal, based on how large a piece of the creature's body you use. Blood, hair, scales, and the like cause the ritual to last 1 week, while a hand or other substantial body part causes the ritual to last 1 month." } - ], - "no_x": null + ] } }, { @@ -2591,13 +2439,7 @@ "Critical Failure": "Your mind becomes lost in the past. You can't sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you return, however, you can retrain one of your skills into a {@skill Lore} based on the knowledge of the past you were uncontrollably viewing, as if you had spent 1 week retraining." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Mind Swap", @@ -2663,15 +2505,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "You can cast the ritual without a duration, leaving no magic to counteract. The effects are reversible only by another mind swap ritual or powerful magic like wish. This increases the cost of the ritual to 10,000 gp and is an evil act unless both targets are willing." } - ], - "no_x": null + ] } }, { @@ -2729,13 +2568,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The carriage's AC, Fortitude save, and Hardness increase by 2, its Hit Points increase by 20, and its {@condition Broken} Threshold increases by 10." - }, - "x": null, - "no_x": null + } } }, { @@ -2826,13 +2662,7 @@ "Critical Failure": "Your deity is offended and sends a sign of displeasure or possibly even a servitor to scold or attack you, depending on your deity's nature. You must conduct an atone ritual to regain your former standing with your deity." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Planar Binding", @@ -2900,13 +2730,7 @@ "Critical Failure": "You call something dark and horrible, unbound by your wards, and it immediately attempts to destroy you." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Plant Growth", @@ -2967,13 +2791,7 @@ "Critical Failure": "The flora in the area changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, blighting crops when you would prefer to enrich them)." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Portrait Of Spite", @@ -3031,13 +2849,7 @@ "Critical Failure": "The portrait turns into a sickening mimicry of your form and the forms of the secondary casters, and the blood of your target extracts itself from the canvas, dripping down and drying immediately to prevent you from reattempting the ritual. Over the course of the next {@dice 1d6} hours, you and the secondary casters experience the curse you had intended to place upon the target with the effects of a critical success." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Primal Call", @@ -3091,13 +2903,7 @@ }, "entries": [ "This functions as {@ritual planar ally} except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Purify Soul Path", @@ -3133,13 +2939,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the maximum target level by 2 and the base cost by 10 gp." - }, - "x": null, - "no_x": null + } } }, { @@ -3243,8 +3046,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -3270,8 +3071,7 @@ "level": 9, "entry": "The maximum level of the target increases to 20. The cost is the target's level (minimum 1) × 600 gp. The target must have died within the past decade." } - ], - "no_x": null + ] } }, { @@ -3381,8 +3181,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -3404,8 +3202,7 @@ "level": 10, "entry": "As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp." } - ], - "no_x": null + ] } }, { @@ -3572,13 +3369,7 @@ "Critical Failure": "The ritual has no effect and creates a backlash of {@condition persistent damage ||persistent mental} static. All casters are {@condition stupefied|CRB|stupefied 1} for 1 day." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Teleportation Circle", @@ -3645,8 +3436,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, @@ -3656,8 +3445,7 @@ "level": 10, "entry": "The cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet." } - ], - "no_x": null + ] } }, { @@ -3814,13 +3602,7 @@ "Critical Failure": "The performance is a dramatic and horrendous botch, and fate strikes out at the casters. You and each secondary caster are {@condition doomed 1} for the next month, and this condition can't be removed by anything less than a wish or similarly powerful magic." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Unfettered Mark", @@ -3881,13 +3663,7 @@ "Critical Failure": "As failure, but the tattoo also creates an unwholesome bond with the demiplane of Stormholt. For 24 hours, the target and the primary and secondary casters gain a fishlike appearance and are covered in a slimy membrane. They gain the ability to breathe both water and air, but their skin quickly dries out when on land. After 1 hour on land they become {@condition drained|CRB|drained 1} and {@condition fatigued}, conditions that can be removed only if they reenter water. Additionally, the membrane conducts electricity well, causing them to gain weakness 10 to electricity." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Unseen Custodians", @@ -3950,15 +3726,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "If destroyed, the unseen servants reform the next morning. The cost increases to 30 gp." } - ], - "no_x": null + ] } }, { @@ -4025,7 +3798,6 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The ward covers an additional area 100 feet × 100 feet, up to 50 feet high, which must be contiguous with the original area." @@ -4095,7 +3867,6 @@ } ], "heightened": { - "heightened": true, "plus_x": { "entry": "The cost increases by 5,000 gp, the ritual can target one more creature, and the maximum level of creature it can target increases by 2.", "level": 1 diff --git a/data/spells/spells-aoa3.json b/data/spells/spells-aoa3.json index 86793977d1..67de82fc12 100644 --- a/data/spells/spells-aoa3.json +++ b/data/spells/spells-aoa3.json @@ -58,13 +58,7 @@ "Critical Failure": "As success, but the duration is 24 hours." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Forgotten Lines", @@ -110,8 +104,6 @@ "Members of the Lacunafex and other allies use this spell to restore material that Thrune agents have redacted from historical or otherwise valuable texts. You learn one piece of information that was removed from the target text after its creation. You can instead learn one piece of information from a text that had been destroyed, but you must have a fragment of the text, such as a piece of the cover, a page, or even a clasp or metal fittings." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -121,8 +113,7 @@ "level": 9, "entry": "The spell also reveals information the writer self-censored and didn't commit to paper." } - ], - "no_x": null + ] } }, { @@ -167,13 +158,7 @@ "You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to anyone casting object reading (see below) on the target object, replacing any emotional events the item was present for.", "If the object is in the area of a {@spell retrocognition} spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions.", "If the object is targeted with read aura of a higher spell level than imprint message, the caster learns that the object has been modified. When you Cast this Spell, any prior vibrations placed in an object by previous castings of imprint message fade." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Join Pasts", @@ -223,13 +208,10 @@ "With touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to {@action Recall Knowledge}, the other can {@action Aid} the first target's skill check, using any {@skill Lore} skill (even if that {@skill Lore} wouldn't normally apply) without having made any preparations to {@action Aid}." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "You can touch one additional target to include them in the spell's effects. Multiple targets can attempt checks to {@action Aid} the target who is attempting to {@action Recall Knowledge}." - }, - "x": null, - "no_x": null + } } }, { @@ -274,8 +256,6 @@ "You place a hand on an object to learn a piece of information about an emotional event that occurred involving the object within the past week, determined by the GM. If you cast {@spell object reading|APG} on the same item multiple times, you can either concentrate on a single event to gain additional pieces of information about that event, or you can gain a piece of information about another emotional event in the applicable time frame." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -297,8 +277,7 @@ "level": 9, "entry": "You can learn about an event that occurred within the entirety of the object's history." } - ], - "no_x": null + ] } }, { @@ -345,13 +324,7 @@ "entries": [ "The \"Song of Silver\" was an enchanted song used by the Silver Ravens to battle diabolic forces. You pull from select verses to temporarily replicate some of the legendary song's benefits, albeit on a much smaller scale.", "Weapon and unarmed attacks by allies in the area are treated as silver. In addition, this spell automatically attempts to counteract any dimension door cast by a devil within the area or cast by a devil attempting to enter the area using dimension door. If a devil attempts to enter the area using dimension door and the spell is counteracted, the devil remains where it started." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Spiritual Anamnesis", @@ -410,13 +383,7 @@ "Critical Failure": "As failure, but the target is also {@condition stunned|CRB|stunned 3}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-aoa4.json b/data/spells/spells-aoa4.json index 6568b3fa8e..06513771e1 100644 --- a/data/spells/spells-aoa4.json +++ b/data/spells/spells-aoa4.json @@ -40,13 +40,10 @@ "You create an electric latch rune hazard (Core Rulebook 523) on the target, creating a special crystalline lock on the object. You can also substitute your spell DC for any of the hazard's listed DCs. You can have only one such hazard active at a time, and if you cast this spell while a previous electric latch rune is active, the older hazard discharges harmlessly." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The hazard's damage increases by {@dice 1d12}." - }, - "x": null, - "no_x": null + } } }, { @@ -92,13 +89,7 @@ "dismiss": false, "entries": [ "The target gains a +2 status bonus to the triggering check, or a +3 bonus if the target has master or better proficiency in the skill. This bonus can change the outcome of the target's check." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Tireless Worker", @@ -147,13 +138,7 @@ "dismiss": false, "entries": [ "You suppress your choice of one of the following conditions that's affecting the target: {@condition clumsy}, {@condition encumbered}, {@condition enfeebled}, or {@condition fatigued}. If you don't remove the effect that caused the condition, the condition returns after the spell's duration expires." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-aoa6.json b/data/spells/spells-aoa6.json index d8aa37641f..edfa9737b9 100644 --- a/data/spells/spells-aoa6.json +++ b/data/spells/spells-aoa6.json @@ -55,13 +55,7 @@ "Ignores difficult terrain and greater difficult terrain." ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Song Of The Fallen", @@ -118,13 +112,7 @@ "Critical Failure": "The undead is destroyed." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-aoe2.json b/data/spells/spells-aoe2.json index 5a0669c463..496ff1f965 100644 --- a/data/spells/spells-aoe2.json +++ b/data/spells/spells-aoe2.json @@ -51,13 +51,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -118,13 +115,7 @@ "Critical Failure": "As failure, but the target is also {@condition slowed|CRB|slowed 1} for the duration." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Maze Of Locked Doors", @@ -185,13 +176,7 @@ "Critical Failure": "The target it trapped for 10 minutes, or until it bypasses 3 doors." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Putrefy Food And Drink", @@ -235,8 +220,6 @@ "You cause otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water, unholy water, and similar food and drink of significance are spoiled by this spell, unless they are associated with a deity of decay or putrefaction, but it has no effect on creatures of any type, potions, or alchemical elixirs. One cubic foot of liquid is roughly 8 gallons." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -246,8 +229,7 @@ "level": 3, "entry": "You can target a potion or alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir or potion spoils and becomes a mundane item." } - ], - "no_x": null + ] } }, { @@ -285,13 +267,7 @@ "dismiss": false, "entries": [ "The air speaks to you. You can precisely sense any motion within 60 feet through vibration and air movement." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Steal The Sky", @@ -336,13 +312,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the distance the creature must descend by 20 feet." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-aoe4.json b/data/spells/spells-aoe4.json index 83eca1bd9d..35b2d4876e 100644 --- a/data/spells/spells-aoe4.json +++ b/data/spells/spells-aoe4.json @@ -54,13 +54,7 @@ "Critical Failure": "The target is afflicted with imp venom at stage 2. Imp Venom (poison) Level 3; Maximum Duration 6 rounds; Stage 1 {@damage 1d6} poison and {@condition clumsy|CRB|clumsy 1}; Stage 2 {@damage 1d6} poison, {@condition clumsy|CRB|clumsy 1}, and {@condition slowed|CRB|slowed 1} (1 round)." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Leng Sting", @@ -114,13 +108,7 @@ "Critical Failure": "The target is afflicted with Leng spider venom at stage 2. Leng Spider Venom (incapacitation, poison) Level 13; Maximum Duration 6 rounds; Stage 1 {@damage 2d6} poison damage and {@condition drained|CRB|drained 1} (1 round); Stage 2 {@damage 3d6} poison damage and {@condition drained|CRB|drained 2} (1 round); Stage 3 {@damage 4d6} poison damage, {@condition drained|CRB|drained 2}, and {@condition confused} (1 round)" } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Linnorm Sting", @@ -176,13 +164,7 @@ "Critical Failure": "The target is afflicted with tor linnorm venom at stage 2. Tor Linnorm Venom (fire, injury, poison) Level 17; Maximum Duration 10 rounds; Stage 1 {@damage 8d6} fire damage and {@condition drained|CRB|drained 1} (1 round); Stage 2 {@damage 12d6} fire damage and {@condition drained|CRB|drained 2} (1 round)" } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Swarming Wasp Stings", @@ -243,13 +225,7 @@ "Critical Failure": "The target is afflicted with swarming wasp venom at stage 2. Swarming Wasp Venom (poison) Level 7; Maximum Duration 6 rounds; Stage 1 {@damage 2d6} poison damage and {@condition clumsy|CRB|clumsy 1} (1 round); Stage 2 {@damage 3d6} poison damage and {@condition clumsy|CRB|clumsy 2} (1 round)" } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Wyvern Sting", @@ -303,13 +279,7 @@ "Critical Failure": "The target is afflicted with wyvern venom at stage 2. Wyvern Venom (poison) Level 9; Maximum Duration 6 rounds; Stage 1 {@damage 5d6} poison damage (1 round); Stage 2 {@damage 6d6} poison damage (1 round); Stage 3 {@damage 8d6} poison damage (1 round)" } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-aoe5.json b/data/spells/spells-aoe5.json index 219c42aa93..5e14c0162d 100644 --- a/data/spells/spells-aoe5.json +++ b/data/spells/spells-aoe5.json @@ -53,13 +53,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -109,13 +106,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-aoe6.json b/data/spells/spells-aoe6.json index 1594313e1d..41d7054eaf 100644 --- a/data/spells/spells-aoe6.json +++ b/data/spells/spells-aoe6.json @@ -57,13 +57,7 @@ "Critical Failure": "As failure, but the target is {@condition stunned} for 1 round." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Prismatic Shield", @@ -104,13 +98,7 @@ "dismiss": false, "entries": [ "Shield-sized shards of multicolored light manifest in the air around you, each rotating quickly to intercept attacks. Melee attacks against you impact a randomly colored shard, subjecting the attacker to a random effect from prismatic spray, with a saving throw of the type indicated in that spell. The shards automatically block physical ranged attacks the size of a spear or smaller, such as arrows, bolts, and javelins. You gain a +2 circumstance bonus to your AC against attacks with larger ranged weapons. Any spell that targets you requires the caster to succeed at a counteract check against your spell DC, or it fails to affect you." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-apg.json b/data/spells/spells-apg.json index 5c3173c1b5..d19355a818 100644 --- a/data/spells/spells-apg.json +++ b/data/spells/spells-apg.json @@ -42,13 +42,7 @@ "dismiss": false, "entries": [ "You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one {@skill Lore} skill. You temporarily gain the same proficiency rank in that {@skill Lore} skill as your proficiency rank for your oracle spellcasting." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Agonizing Despair", @@ -106,13 +100,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -155,13 +146,7 @@ "dismiss": false, "entries": [ "Your ancestor protects you against those who would bend your will. You roll the triggering save twice and use the better result. If you're in an encounter when you cast this spell, you immediately roll to change your predominant ancestor." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Ancestral Form", @@ -206,13 +191,10 @@ "You take the form of your ancestral spirits, becoming {@condition invisible} and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from Strikes with the ghost touch property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't {@quickref difficult terrain||3|terrain} for you. You can't move through solid objects, but you can float through tiny gaps. You can't Cast Spells (but you can {@action Sustain a Spell}), activate items, or use actions that have the {@trait attack} or {@trait manipulate} trait." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The resistance increases by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -274,13 +256,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The mental damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -329,8 +308,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -346,8 +323,7 @@ } ] } - ], - "no_x": null + ] } }, { @@ -397,8 +373,6 @@ "Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the {@trait undead} trait and whose level is {@filter \u20131|bestiary||Level=[-1;-1]|Rarity=Common|Creature Type=Undead}; this creature gains the {@trait summoned} trait. Heightening the spell increases the maximum level of creature you can summon." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -436,8 +410,7 @@ "level": 10, "entry": "{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=Undead}" } - ], - "no_x": null + ] }, "summoning": true }, @@ -500,13 +473,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The range increases by 50 feet, and you can animate 50 more feet of rope." - }, - "x": null, - "no_x": null + } } }, { @@ -562,13 +532,10 @@ "You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals {@damage 2d10} bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, you can Sustain this Spell, dealing {@damage 1d10} bludgeoning damage (basic Reflex save) to each creature in the area." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The initial damage increases by {@dice 2d10} and the subsequent damage increases by {@dice 1d10}." - }, - "x": null, - "no_x": null + } } }, { @@ -621,12 +588,6 @@ "An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles (Core Rulebook 478). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 {@skill Athletics} check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to {@action Escape} instead of {@action Swim}. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space.", "When the spell ends, all creatures the orb has engulfed are automatically released." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -674,13 +635,10 @@ "You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercing, and slashing damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the resistance by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -722,13 +680,7 @@ "dismiss": false, "entries": [ "You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an {@trait incapacitation} effect, it treats you as if you were 2 levels higher." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Beastmaster Trance", @@ -777,8 +729,6 @@ "For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you {@condition flat-footed}. You can't take actions with the {@trait attack} or {@trait move} traits." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -788,8 +738,7 @@ "level": 8, "entry": "Increase the range to planetary and the duration to sustained up to 1 hour. You can communicate telepathically with the target for the duration of the trance." } - ], - "no_x": null + ] } }, { @@ -850,13 +799,7 @@ "Critical Failure": "As failure, but the duration is unlimited." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Blanket Of Stars", @@ -905,13 +848,7 @@ "Critical Failure": "The creature is {@condition confused} and {@condition dazzled} until the end of its next turn." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Blinding Beauty", @@ -962,13 +899,7 @@ "Critical Failure": "The creature is {@condition blinded} for 1 minute." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Blinding Fury", @@ -1032,13 +963,7 @@ "Critical Failure": "As success, and for an unlimited duration, the first time each round the target damages a creature, it can't observe that creature until the end of its turn. If it damages several creatures at once, the creature it can't perceive is chosen randomly among those creatures." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Blister", @@ -1098,13 +1023,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage of a popped blister increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -1162,13 +1084,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "You can target two additional creatures, and the {@condition persistent damage} increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -1236,13 +1155,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The {@condition persistent damage ||persistent bleed damage} increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -1291,15 +1207,12 @@ "You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The status bonus increases to +2." } - ], - "no_x": null + ] } }, { @@ -1350,13 +1263,10 @@ "You probe the target's mind to glean knowledge. This deals {@damage 1d8} mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to {@action Recall Knowledge}. Choose a skill that has the {@action Recall Knowledge} action, and use the target's skill modifier for the check." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The mental damage increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -1374,8 +1284,7 @@ "school": "E", "cast": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": { "F": false, @@ -1391,13 +1300,7 @@ "dismiss": false, "entries": [ "With a quick burst of laughter, you prolong a {@trait magical} effect you created. You {@action Sustain a Spell}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Call To Arms", @@ -1454,8 +1357,6 @@ "Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -1465,8 +1366,7 @@ "level": 9, "entry": "The bonus increases to +4." } - ], - "no_x": null + ] } }, { @@ -1515,8 +1415,6 @@ "You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to {@skill Stealth} checks to {@action Hide}. The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -1526,8 +1424,7 @@ "level": 8, "entry": "As 6th level, and the status bonus is +4." } - ], - "no_x": null + ] } }, { @@ -1588,13 +1485,7 @@ "Critical Failure": "As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Chroma Leach", @@ -1646,13 +1537,7 @@ "Critical Failure": "As failure, but the creature is permanently {@condition enfeebled 2} and {@condition drained 2} (although magic such as restoration can reduce or remove these conditions)." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Claim Undead", @@ -1714,13 +1599,7 @@ "Critical Failure": "As failure, but the target (or the creature previously controlling it) receives a new save only if you give it a new order that is against its nature." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Clinging Ice", @@ -1785,13 +1664,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -1832,13 +1708,7 @@ "entries": [ "You adopt the stance of clinging shadows. You can make shadow grasp Strikes. These deal {@damage 1d4} negative damage; are in the brawling group; and have the agile, grapple, {@trait reach}, and {@trait unarmed} traits.", "While in clinging shadows stance, you gain a +2 circumstance bonus to {@skill Athletics} checks to {@action Grapple}, and to the DC for creatures to {@action Escape} from you." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Consuming Darkness", @@ -1896,13 +1766,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -1951,13 +1818,7 @@ "dismiss": false, "entries": [ "Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can {@action Seek} in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Cozy Cabin", @@ -2005,13 +1866,7 @@ "entries": [ "You shape a cabin 20 feet on each side and 10 feet high. This cabin has the {@trait structure} trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied.", "The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the {@trait concentrate} trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most {@condition hostile} weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can {@action Dismiss} the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Crashing Wave", @@ -2055,13 +1910,10 @@ "You summon a crashing wave that sweeps away from you. You deal {@damage 6d6} bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -2154,13 +2006,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the negative damage taken on a success and during the first three stages of the curse by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -2232,13 +2081,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -2283,13 +2129,7 @@ "Failure": "1 round" } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Debilitating Dichotomy", @@ -2334,13 +2174,10 @@ "You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take {@damage 9d6} mental damage with a basic Will save, and the target is {@condition stunned 1} if it critically fails its save. You get a degree of success one better than you rolled for your saving throw." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 3d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -2381,15 +2218,12 @@ "You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-level {@spell illusory disguise}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "You can appear as any creature of the same size, even with a completely different body shape." } - ], - "no_x": null + ] } }, { @@ -2440,13 +2274,10 @@ "With a surge of healing energy, you push back against an affliction threatening the target and grant a small amount of healing. The target recovers {@dice 3d8} Hit Points. You attempt to counteract any one affliction you are aware the target has, suspending its effects for 1 hour on a success rather than removing it. The target is then temporarily immune to delay affliction for 1 day. You don't need to have identified the name of the specific affliction, but you do need to be aware of it; for instance, you couldn't delay an ingested poison during its onset period unless you were aware of the poison." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The target recovers an additional {@dice 1d8} Hit Points and you can attempt to suspend an additional affliction." - }, - "x": null, - "no_x": null + } } }, { @@ -2483,13 +2314,7 @@ "entries": [ "You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a {@skill Stealth} check to {@action Hide}, and you can become {@condition hidden} to a creature even if you don't have cover and aren't otherwise {@condition concealed} from that creature.", "You cease being {@condition hidden} at the end of your turn unless you move into cover or become {@condition concealed} before then." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Discern Secrets", @@ -2544,15 +2369,12 @@ "When you {@action Cast a Spell||Cast the Spell}, the target can {@action Recall Knowledge}, {@action Seek}, or {@action Sense Motive}. The target gains a +1 status bonus to the skill or {@skill Perception} used for the roll, and this bonus remains as long as you {@action Sustain a Spell||Sustain the Spell}. The target is temporarily immune to discern secrets for 1 minute." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "You can target two creatures instead of one." } - ], - "no_x": null + ] } }, { @@ -2603,8 +2425,6 @@ "When the spell ends, the object reassembles itself into its original form, appearing in your hand or hands if you have them free, or on the ground in front of you otherwise. Once reassembled, the object loses the {@condition broken} condition and its Hit Points return to the value the object had when you {@action Cast a Spell||Cast the Spell}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -2614,8 +2434,7 @@ "level": 6, "entry": "The spell lasts until your next daily preparations." } - ], - "no_x": null + ] } }, { @@ -2680,13 +2499,7 @@ "Critical Failure": "As failure, except the creature is {@condition frightened 3}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Dull Ambition", @@ -2747,13 +2560,7 @@ "Critical Failure": "As failure, but the duration is unlimited." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Déjà Vu", @@ -2804,13 +2611,7 @@ "entries": [ "You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn.", "If the target can't repeat an action, such as {@action Cast a Spell||Casting a Spell} that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes {@condition stupefied 1} until the end of its turn." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Elemental Betrayal", @@ -2858,13 +2659,10 @@ "You call upon the elements to undermine your foe. When you {@action Cast a Spell||Cast this Spell}, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Increase the additional damage by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -2919,13 +2717,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The {@condition persistent damage ||persistent negative damage} increases by {@dice 1d8} on a success, or by {@dice 2d8} on a failure or critical failure." - }, - "x": null, - "no_x": null + } } }, { @@ -2972,13 +2767,7 @@ "dismiss": false, "entries": [ "Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Huge, gaining the effects of a 4th-level {@spell enlarge} spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Ephemeral Tracking", @@ -3015,13 +2804,7 @@ "dismiss": false, "entries": [ "You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use {@skill Survival} to {@action Track} through both air and water, noticing aerial or aquatic \"tracks\" of all creatures who passed nearby in the last hour. It's more difficult to {@action Track} in this way: the DC to {@action Track} through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It's possible to {@action Cover Tracks} against this spell, but creatures might not realize they need to do so." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Establish Ward", @@ -3067,13 +2850,10 @@ "Upon {@action Cast a Spell||Casting the Spell}, you can immediately make a single nature's wrath {@action Strike}. You are {@condition quickened} while inside the ward, and can use the additional action only to make nature's wrath Strikes. You are {@condition slowed 1} while outside the area." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The area increases by 5 feet, and the Strikes deal an additional {@dice 1d8} damage." - }, - "x": null, - "no_x": null + } } }, { @@ -3140,13 +2920,7 @@ "Critical Failure": "The target is {@condition frightened 2}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Familiar's Face", @@ -3197,13 +2971,7 @@ "entries": [ "The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses.", "If you can cast a spell with the {@trait revelation} trait that affects your senses, such as {@spell see invisibility}, while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use {@action Command an Animal} on the target as part of {@action Sustain a Spell||Sustaining this Spell}. You don't need line of sight or line of effect to your target when you {@action Cast a Spell||Cast this Spell}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Final Sacrifice", @@ -3251,13 +3019,10 @@ "If the target has the {@trait cold} or {@trait water} trait, the spell instead deals cold damage and gains the {@trait cold} trait in place of the {@trait fire} trait. If used on a creature that isn't mindless, this spell has the {@trait evil} trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -3307,15 +3072,12 @@ "You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cast {@spell produce flame} as part of casting flaming fusillade. For the duration of flaming fusillade, produce flame's casting time is reduced from 2 actions to 1." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "For the duration, you also gain a status bonus to the damage dealt by produce flame equal to flaming fusillade's spell level." } - ], - "no_x": null + ] } }, { @@ -3372,13 +3134,7 @@ "You create an immobile, {@condition invisible} prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails.", "The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited.", "Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a {@spell disintegrate} spell of any level, or by contact with a {@item rod of cancellation|apg} or {@item sphere of annihilation|gmg}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Fungal Infestation", @@ -3436,13 +3192,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The {@condition persistent damage} increases by {@dice 2d6}, and the weakness increases by 1, or by 2 on a critical failure." - }, - "x": null, - "no_x": null + } } }, { @@ -3485,13 +3238,7 @@ "dismiss": false, "entries": [ "With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become {@condition concealed} against the triggering attack and until the end of the current creature's turn." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Ghostly Tragedy", @@ -3539,13 +3286,7 @@ "entries": [ "This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you {@action Cast a Spell||Cast the Spell}. You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines.", "Once the scene ends, you take {@damage 2d6} negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that {@condition observed} the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Gravity Weapon", @@ -3583,13 +3324,7 @@ "entries": [ "You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike.", "On your first weapon {@action Strike} each round, you gain a status bonus to damage equal to twice the number of weapon damage dice." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Grisly Growths", @@ -3645,13 +3380,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -3699,13 +3431,10 @@ "{@as 2} (verbal) The spell has a range of 30 feet and restores an additional 8 Hit Points to the target." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The amount of healing increases by {@dice 1d10}, and the additional healing for the 2-action version increases by 8." - }, - "x": null, - "no_x": null + } } }, { @@ -3765,13 +3494,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "You can target one additional creature." - }, - "x": null, - "no_x": null + } } }, { @@ -3827,13 +3553,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The initial damage increases by {@dice 2d6} and the {@condition persistent damage} increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -3877,13 +3600,7 @@ "dismiss": false, "entries": [ "You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your mystery provides. When you {@action Cast a Spell||Cast this Spell}, you use the action granted by one common fighter feat from pages 144\u2013153 of the Core Rulebook or pages 126\u2013127 of this book (your GM might add feats to this list). If you {@action Cast a Spell||Cast this Spell} using 2 actions, the granted action must be a single action, and if you {@action Cast a Spell||Cast this Spell} using 3 actions, you can instead choose a feat that grants a 2-action activity. The chosen feat's level can be no higher than heroic feat's spell level. The feat can't have a Frequency entry, and you must meet its prerequisites and requirements in order to select it." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Hunter's Luck", @@ -3900,8 +3617,7 @@ "school": "D", "cast": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": { "F": false, @@ -3918,13 +3634,7 @@ "dismiss": false, "entries": [ "You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Hunter's Vision", @@ -3969,13 +3679,7 @@ "dismiss": false, "entries": [ "Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your {@action Hunt Prey} benefits even if it wouldn't normally be due to lighting or the {@condition concealed} or {@condition invisible} conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the {@condition concealed} condition, and the target isn't automatically {@condition hidden} from you due to darkness or being {@condition invisible}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Hymn Of Healing", @@ -4025,13 +3729,10 @@ "Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you {@action Cast a Spell||Cast the Spell} and each time you {@action Sustain a Spell||Sustain the Spell}, the target gains 2 temporary Hit Points, which last for 1 round." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The fast healing and temporary Hit Points each increase by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -4088,13 +3789,10 @@ "You create a gray storm cloud that pelts creatures with an icy deluge. When you {@action Cast a Spell||Cast the Spell}, a burst of magical hail deals {@damage 2d8} bludgeoning damage and {@damage 2d8} cold damage to each creature in the area below the cloud (basic Reflex save). Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area {@quickref difficult terrain||3|terrain}, causing creatures in the storm to be {@condition concealed}, and making creatures outside the storm {@condition concealed} from those inside the storm. Any creature that ends its turn in the storm takes 4 cold damage. If you {@action Cast a Spell||Cast this Spell} outdoors, you can create two non-overlapping clouds instead of one." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The initial bludgeoning damage and cold damage increase by {@dice 1d8} each, and the cold damage creatures take at the end of their turns increases by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -4151,13 +3849,7 @@ "Critical Failure": "Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Impaling Spike", @@ -4216,13 +3908,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -4265,13 +3954,7 @@ "entries": [ "You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts object reading (page 222) on the target object, replacing any emotional events the item was present for. If the object is in the area of a {@spell retrocognition} spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions.", "If the object is targeted with read aura of a higher spell level than imprint message, the caster learns that the object has been magically modified. When you {@action Cast a Spell||Cast this Spell}, any prior vibrations placed on an object by previous castings of imprint message fade." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Incendiary Aura", @@ -4323,13 +4006,10 @@ "You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking {@damage 2d4} {@condition persistent damage ||persistent fire damage}." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Increase the {@condition persistent damage} by {@dice 1d4} and the radius of the emanation by 5 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -4373,12 +4053,6 @@ "You can't be affected by anything unless you choose to be.", "For the duration of the spell, you are immune to any effect or damage that would harm you, excluding effects caused by artifacts, deific power, and similarly powerful sources. You can still be affected by anything you're willing to have affect you." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -4437,13 +4111,10 @@ "The target is {@condition fatigued} for as long as the effect persists." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The cold damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -4493,8 +4164,6 @@ "You make the object {@condition invisible}. This makes it {@condition undetected} to all creatures, though the creatures can attempt to find the target, making it {@condition hidden} to them instead if they succeed. If the item is used as part of a {@condition hostile} action, the spell ends after that {@condition hostile} action is completed. Making a weapon {@condition invisible} typically doesn't give any advantage to the attack, except that an {@condition invisible} thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -4504,8 +4173,7 @@ "level": 7, "entry": "The duration is unlimited." } - ], - "no_x": null + ] } }, { @@ -4543,13 +4211,7 @@ "entries": [ "Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your Strikes deal {@damage 1d6} additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a {@trait light} effect. Your corona is a 5-foot emanation that deals {@dice 2d6} damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a {@trait darkness} effect, the corona's glow attempts to counteract the {@trait darkness} effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the {@trait concentrate} trait, you can flare your corona out to become a 30-foot emanation.", "In your ki form, your emotions surge to the forefront and it's difficult to moderate your attacks. Your weapons and unarmed attacks lose the {@trait nonlethal} trait. You take a \u20132 status penalty to saves against {@trait emotion} effects but gain a +2 status bonus to saves against all other {@trait mental} effects." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Life Boost", @@ -4596,13 +4258,7 @@ "dismiss": false, "entries": [ "You temporarily bolster the target's vitality. The target gains fast healing equal to double the spell's level." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Life Link", @@ -4658,8 +4314,6 @@ "The spell ends immediately if you fall {@condition unconscious}. You can {@action Dismiss} the spell." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -4673,8 +4327,7 @@ "level": 9, "entry": "You can target 4 creatures other than you. Increase the initial healing to {@dice 9d4} and the maximum damage reduced and Hit Points lost to 15." } - ], - "no_x": null + ] } }, { @@ -4726,13 +4379,10 @@ "You can {@action Dismiss} this spell." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the Hit Points restored with an {@action Interact} action by {@dice 1d8}, the positive damage by 1, and the resistance and weakness by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -4788,13 +4438,10 @@ "You create a black, rumbling storm cloud and call down one lightning bolt. The bolt is a vertical line from the storm cloud to the ground below, dealing {@damage 4d12} electricity damage to creatures in the spell's area (basic Reflex save). The first time you {@action Sustain a Spell||Sustain the Spell} each round, you can call another lightning bolt within the area. If you {@action Cast a Spell||Cast this Spell} outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage of each bolt increases by {@dice 1d12}. Spells 5" - }, - "x": null, - "no_x": null + } } }, { @@ -4844,13 +4491,10 @@ "Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The weakness increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -4909,15 +4553,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "The status bonus increases to +3." } - ], - "no_x": null + ] } }, { @@ -4986,13 +4627,7 @@ "Critical Failure": "As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Magic Hide", @@ -5037,13 +4672,7 @@ "dismiss": false, "entries": [ "Your animal companion grows a thicker hide, matted fur, or a harder shell, granting it a +1 status bonus to AC." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Magic Stone", @@ -5094,12 +4723,6 @@ "You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-magical stone or sling bullet for every action you use {@action Cast a Spell||Casting this Spell}.", "The stones must be unattended or carried by you or a willing ally. The stones become +1 striking disrupting sling bullets. Each stone can be used only once, after which it crumbles to dust." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -5153,13 +4776,10 @@ "The shadow vanishes if the target moves into an area of complete darkness or enters an area with light from all directions such that the target doesn't cast a shadow. If another effect is controlling the target's shadow when you cast {@spell malicious shadow|APG}, you can attempt to counteract that effect to temporarily take control of the shadow, but the original effect resumes when malicious shadow ends." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The {@action Strike} damage increases by {@dice 1d10}." - }, - "x": null, - "no_x": null + } } }, { @@ -5200,13 +4820,7 @@ "Success": "As critical success, but the target is initially {@condition slowed 1}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Moonlight Bridge", @@ -5260,13 +4874,10 @@ "The bridge blocks physical, ethereal, and incorporeal attacks from crossing, whether from above or below. You can {@action Dismiss} the spell." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The length of the bridge increases by 20 feet, and its Hit Points increase by 20." - }, - "x": null, - "no_x": null + } } }, { @@ -5317,13 +4928,10 @@ "A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a {@condition hostile} action against the named creature." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -5373,13 +4981,10 @@ "You emit a cloud of toxic smoke that temporarily obscures you from sight. Each creature except you in the area when you {@action Cast a Spell||Cast the Spell} takes {@damage 1d6} poison damage (basic Fortitude save). A creature that critically fails the saving throw also becomes {@condition sickened 1}. All creatures in the area become {@condition concealed}, and all creatures outside the smoke become {@condition concealed} to creatures within it. This smoke can be dispersed by a strong wind." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -5434,13 +5039,7 @@ "entries": [ "You read slightly into the future and give fate a tiny push to achieve the result you desire. Once during the duration, when the target fails an attack roll, skill check, or saving throw and a +1 status bonus would turn a critical failure into a failure, or failure into a success, you grant the target a +1 status bonus to the check retroactively, changing the outcome appropriately. The spell then ends, and the target is temporarily immune for 1 minute.", "If you cast {@spell nudge fate|APG} while a previous casting of this hex is still in effect, the previous effect ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Nymph's Token", @@ -5479,15 +5078,12 @@ "You grant an ally a token of favor. You create a token, such as a lock of your hair or a flower, that persists for the spell's duration; as part of {@action Cast a Spell||Casting the Spell}, you can {@action Interact} to pass the token to an ally within your reach. As long as the ally has the token on their person, they gain a +1 status bonus to {@skill Performance} checks and Will saves. You can {@action Dismiss} the spell as a free action." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "As long as the ally has the token on their person, you can cast spells that have a range of touch on them at a range of 30 feet." } - ], - "no_x": null + ] } }, { @@ -5531,8 +5127,6 @@ "You place a hand on an object to learn a piece of information about an emotional event that occurred involving the object within the past week, determined by the GM. If you cast {@spell object reading|APG} on the same item multiple times, you can either concentrate on a single event to gain additional pieces of information about that event, or gain a piece of information about another emotional event in the applicable time frame." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -5554,8 +5148,7 @@ "level": 9, "entry": "You can learn about an event that occurred within the entirety of the object's history." } - ], - "no_x": null + ] } }, { @@ -5599,13 +5192,7 @@ "dismiss": false, "entries": [ "Your ode temporarily staves off death. The target's {@condition dying} condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its {@condition dying} condition, such as disintegrate and {@trait death} effects." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Personal Blizzard", @@ -5663,13 +5250,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The cold damage and {@condition persistent damage ||persistent cold damage} increase by 1 (2 on a critical failure)." - }, - "x": null, - "no_x": null + } } }, { @@ -5722,12 +5306,6 @@ "You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.", "You can {@action Dismiss} the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered)." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -5790,13 +5368,7 @@ "Critical Failure": "As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also {@action Interact} to converse with it.)" } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Phase Familiar", @@ -5841,13 +5413,10 @@ "You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the resistance by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -5905,13 +5474,7 @@ "Critical Failure": "The target gains the minion trait and is {@condition controlled} by you. This effect ends if a {@condition hostile} action is used against the affected creature, or if you direct the creature to use any action that causes it harm." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Pummeling Rubble", @@ -5964,13 +5527,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by {@dice 2d4}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -6030,13 +5590,10 @@ "If you have the Counterspell reaction, you can use quench to counter any spell with the {@trait fire} trait instead of needing to have the triggering fire spell prepared or in your repertoire." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage to fire creatures by {@dice 2d8}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -6089,13 +5646,10 @@ "Escaping your bramble doesn't end the bleed damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The bleed damage on a critical failure increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -6146,13 +5700,7 @@ "entries": [ "You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell). Living creatures and undead in the area when you {@action Cast a Spell||Cast the Spell}, or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from {@trait healing} effects while within the area. Undead targets that fail their Fortitude saves become {@condition enfeebled 1} while within the area. Once a creature attempts a save against reaper's lantern, it uses the same outcome if it leaves the area and enters it again.", "Once per turn, starting on the turn after you cast {@spell reaper's lantern|APG}, you can use a single action, which has the {@trait concentrate} trait, to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against reaper's lantern to attempt one." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Restorative Moment", @@ -6193,13 +5741,7 @@ "dismiss": false, "entries": [ "You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any {@condition doomed} and {@condition drained} conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Rusting Grasp", @@ -6252,13 +5794,10 @@ "When targeting armor someone is wearing, its Bulk is 1 higher than the listed value, since carrying armor is more cumbersome than wearing it. Thin iron or steel items, such as weapons, have 20 HP and a {@condition Broken} Threshold of 10, and thicker iron or steel items, such as most suits of armor, have 36 HP and a {@condition Broken} Threshold of 18. Other materials' statistics can be found on pages 577\u2013579 of the Core Rulebook." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the initial damage to creatures or hazards by {@dice 2d6}, and increase the maximum Bulk of an item you can target by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -6316,8 +5855,6 @@ "Safe passage protects only against harm, not inconvenience, and it doesn't reduce {@quickref difficult terrain||3|terrain}, remove the {@condition concealed} condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, @@ -6327,8 +5864,7 @@ "level": 8, "entry": "The granted resistance increases to 15, and the area can be 500 feet long." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -6379,13 +5915,10 @@ "A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any {@condition persistent damage} or other lingering effects of the effect." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The resistance increases by 1." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -6446,15 +5979,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "You can target up to 6 creatures or 6 objects, altering the sounds of all affected creatures or objects in the same way." } - ], - "no_x": null + ] } }, { @@ -6512,13 +6042,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The weakness increases by 1, and the maximum level of creature that can be automatically killed increases by 4." - }, - "x": null, - "no_x": null + } } }, { @@ -6563,13 +6090,7 @@ "entries": [ "Bulk or less Duration until the next time you make your daily preparations You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties\u2014the material from which it is made, any locks, or other features\u2014are irrelevant to the casting of this spell, but the container can't contain any creatures. When you {@action Cast a Spell||Cast this Spell}, the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest.", "You can {@action Dismiss} the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Sepulchral Mask", @@ -6628,13 +6149,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Increase the mental damage by {@dice 2d4} and the emanation's radius by 5 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -6684,13 +6202,7 @@ "If the illusion is a creature, shadow illusion has the effects of an {@spell illusory creature} spell of the same level, except it deals {@dice 2d8} damage plus your spellcasting ability modifier, instead of the amount listed in illusory creature.", "Heighten (+2) The area that an illusory object can fit in increases by 10 feet.", "The damage of the illusory creature's {@action Strike} increases by {@dice 1d8}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shadow Jump", @@ -6733,15 +6245,12 @@ "Teleport yourself and any items you're wearing and holding from your current space to a clear space you can see that's in dim light or darkness and within range. You can transport your familiar with this spell, but if shadow jump would bring any other creature with you\u2014even if you're carrying the creature in an extradimensional container\u2014the spell is disrupted." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "When you arrive at your destination, you can become {@condition invisible} until the end of your next turn or until you are no longer in an area of dim light or darkness, whichever comes first. The invisibility is an {@trait illusion} effect." } - ], - "no_x": null + ] } }, { @@ -6792,13 +6301,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The negative damage increases by {@dice 2d4}. Oracle" - }, - "x": null, - "no_x": null + } } }, { @@ -6844,13 +6350,10 @@ "You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces the damage by twice the number of Hit Points sacrificed. If this reduction exceeds the amount of damage, the target recovers Hit Points equal to the excess amount." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The maximum number of Hit Points you can sacrifice increases by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -6912,13 +6415,7 @@ "Failure": "The target is shrouded in murky darkness. Unless the target has {@ability darkvision}, other creatures are {@condition concealed} to it." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Snare Hopping", @@ -6961,13 +6458,10 @@ "You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The range of the spell increases by 10 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -7016,8 +6510,6 @@ "You maintain a brisk performance that keeps allies on the move. You and your allies in the area can {@action Hustle} for the spell's duration, even though you are also {@action Sustain a Spell||Sustaining the Spell}. You and your allies then become temporarily immune for 1 day." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -7027,8 +6519,7 @@ "level": 9, "entry": "You can {@action Sustain a Spell||Sustain the Spell} for up to 4 hours." } - ], - "no_x": null + ] } }, { @@ -7077,13 +6568,7 @@ "entries": [ "You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to {@skill Athletics} checks and to their DCs against {@skill Athletics} skill actions such as {@action Disarm}, {@action Shove}, and {@action Trip}.", "Special If you have the {@spell inspire heroics} composition spell, you can use that composition to improve the bonus granted by song of strength in the same way as inspire courage or inspire defense." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Soothing Mist", @@ -7127,13 +6612,10 @@ "You call forth a magical mist of positive energy that envelops a creature. The mist restores {@dice 2d8} Hit Points to a target living creature and ends one source of {@condition persistent damage ||persistent acid}, bleed, fire, negative, or poison damage affecting it. If the creature is taking {@condition persistent damage} from multiple sources, you select which one is removed. Against an undead target, you deal {@damage 2d8} positive damage (basic Fortitude save); if it fails the save, it also takes 2 {@condition persistent damage ||persistent positive damage}." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The amount of healing (or damage to an undead target) increases by {@dice 1d8}, and the {@condition persistent damage ||persistent positive damage} to an undead creature increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -7193,13 +6675,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -7255,13 +6734,10 @@ "A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by 1." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -7314,15 +6790,12 @@ "You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't {@action Search||Searching}, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: {@skill Perception} checks to {@action Seek}, attempts to {@action Recall Knowledge}, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "The spell's duration lasts until the next time you make your daily preparations." } - ], - "no_x": null + ] } }, { @@ -7362,13 +6835,10 @@ "You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become {@condition concealed} to all creatures, and you are {@condition hidden} from undead creatures regardless of what precise senses they have; this grants the effects of invisibility, but against all the undead creature's precise senses. If you physically interact with an undead creature or use a {@condition hostile} action, the spell ends." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "You can target one additional willing creature within 30 feet. The spell ends if any target physically interacts with an undead creature or uses a {@condition hostile} action." - }, - "x": null, - "no_x": null + } } }, { @@ -7427,13 +6897,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -7492,13 +6959,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage when the spell is cast and when it is sustained increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -7555,13 +7019,10 @@ "The target gains a +2 status bonus to damage rolls. Once this spell ends, the target becomes temporarily immune for 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The status bonus to damage increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -7621,13 +7082,7 @@ "Failure": "All terrain in the cubes is {@quickref difficult terrain||3|terrain} for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a {@trait teleportation} effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Sudden Blight", @@ -7679,13 +7134,10 @@ "You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting {@quickref difficult terrain||3|terrain}, cover, and concealment. Sudden blight attempts to counteract any {@trait magical} effect on the plants before withering them." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d10}." - }, - "x": null, - "no_x": null + } } }, { @@ -7728,15 +7180,12 @@ "The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast {@spell summon instrument|APG} again, any instrument you previously summoned disappears." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The instrument is instead a virtuoso handheld instrument." } - ], - "no_x": null + ] } }, { @@ -7781,15 +7230,12 @@ "Attempt a {@skill Performance} check to counteract one of the following conditions affecting the target: {@condition grabbed}, {@condition immobilized}, {@condition paralyzed}, {@condition restrained}, {@condition slowed}, or {@condition stunned}. If you fail, you can't target that effect on the target for 1 day. Use the condition's source to determine the counteract DC (for example, the {@action Escape} DC for {@condition grabbed})." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "You can target up to four creatures." } - ], - "no_x": null + ] } }, { @@ -7847,13 +7293,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Increase the resistance by 5 and the electricity damage from the charged water form by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -7914,13 +7357,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The bludgeoning and cold damage each increase by {@dice 1d4}. Spells 5" - }, - "x": null, - "no_x": null + } } }, { @@ -7963,13 +7403,7 @@ "You mystically transpose your current location with another.", "While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within range.", "If you have {@feat Favored Terrain} and both your starting and ending position are in your favored terrain, the range increases to 180 feet. If you have an animal companion and it is adjacent to you, you can transport it along with you to an adjacent open space, but if this spell would bring any other creature with you, even in an extradimensional container, the spell is lost." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Thoughtful Gift", @@ -8016,8 +7450,6 @@ "If the target is {@condition unconscious} or refuses to accept your gift, or if the spell would teleport a creature (even if the creature is inside an extradimensional container), the spell fails." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -8027,8 +7459,7 @@ "level": 5, "entry": "As 3rd level, and the object's maximum Bulk increases to 1. You can {@action Cast a Spell||Cast the Spell} with 3 actions instead of 1; doing so increases the range to 1 mile and you don't need line of sight to the target, but you must be extremely familiar with the target." } - ], - "no_x": null + ] } }, { @@ -8071,13 +7502,7 @@ "entries": [ "This spell allows you to change between three versions of yourself of different ages: a maiden (young adult), a mother (adult), or a matriarch (elderly). Choose one when you {@action Cast a Spell||Cast the Spell}. While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the {@trait concentrate} trait. Your form always looks like you regardless of the age, and creatures who know you still recognize you and can tell your age is different.", "Threefold aspect alters your physical appearance and personality to present an authentic version of yourself at various ages. This grants you a +4 status bonus to {@skill Deception} checks to pass as the chosen age, and you can add your level as a proficiency bonus to these checks even if you're untrained. Furthermore, unless a creature specifically uses a {@action Seek} action or otherwise carefully examines you, it doesn't get a chance to notice that you aren't at your true age. You can {@action Dismiss} this spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Thunderburst", @@ -8143,13 +7568,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Increase each type of damage by {@dice 2d6} and the area by 5 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -8194,13 +7616,10 @@ "If the target is a willing undead creature, the target instead regains 6 Hit Points, and if you are the undead target, you also gain a +2 status bonus to damage rolls for 1 round." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage dealt to a living creature by {@dice 1d6} or increase the Hit Points regained by undead by 6." - }, - "x": null, - "no_x": null + } } }, { @@ -8268,13 +7687,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -8334,13 +7750,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The piercing and negative damage increase by {@dice 1d4} each." - }, - "x": null, - "no_x": null + } } }, { @@ -8397,13 +7810,7 @@ "Failure": "As success, and any time the target uses a concentrate action, it must succeed at a DC {@flatDC 5} flat check or the action is disrupted." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Vision Of Weakness", @@ -8437,13 +7844,7 @@ "dismiss": false, "entries": [ "You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Vomit Swarm", @@ -8487,13 +7888,10 @@ "You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing {@damage 2d8} piercing damage (basic Reflex save). A creature that fails its saving throw also becomes {@condition sickened 1}. Once the spell ends, the swarm disappears." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -8558,13 +7956,7 @@ "Critical Failure": "The creature is {@condition restrained} by the wall for 1 round or until it {@action Escape||Escapes} against your spell DC, whichever comes first." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Whirling Flames", @@ -8619,13 +8011,10 @@ "You call forth a storm of whirling flames, engulfing all creatures in that area and dealing {@damage 5d6} fire damage with a basic Reflex save." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 3d6}, and you can add another nonoverlapping 5-foot burst to the area. Ranger" - }, - "x": null, - "no_x": null + } } }, { @@ -8688,13 +8077,7 @@ "Critical Failure": "As success, but the target also becomes {@condition sickened 2} each time it damages you." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Wish-twisted Form", @@ -8761,13 +8144,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the weakness and the reduction to resistances by 1." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-av1.json b/data/spells/spells-av1.json index e03765d3db..0d2bd5f4ef 100644 --- a/data/spells/spells-av1.json +++ b/data/spells/spells-av1.json @@ -58,13 +58,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": ": The initial and {@condition persistent damage} increase by {@dice 2d6} and {@dice 1d6}, respectively." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-av2.json b/data/spells/spells-av2.json index afd8e2286c..3eddcff975 100644 --- a/data/spells/spells-av2.json +++ b/data/spells/spells-av2.json @@ -60,13 +60,7 @@ "Critical Failure": "As failure, except the target treats the outcomes of all checks with the {@trait concentrate} trait as one degree of success worse than the result it rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure)." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Savant's Curse", @@ -128,13 +122,7 @@ "Critical Failure": "As failure, and the target treats the outcomes of all checks to {@action Recall Knowledge} as one degree of success worse than the result the target rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure)." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-av3.json b/data/spells/spells-av3.json index a04820f531..b27ef6eadb 100644 --- a/data/spells/spells-av3.json +++ b/data/spells/spells-av3.json @@ -48,13 +48,10 @@ "If the target takes damage, its blood flows into your mouth. If you're a living creature and don't have negative healing, you're {@condition sickened|CRB|sickened 2}. If you're undead (or living but have negative healing), you can choose to either gain temporary Hit Points equal to half of the negative damage the target takes (after applying resistance and the like) and become {@condition quickened} for 1 round, or forgo the temporary Hit Points and become {@condition quickened} for 1 minute. You can use this extra action only to {@action Step}, {@action Stride}, or {@action Strike}. You lose any remaining temporary Hit Points after 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -99,13 +96,7 @@ "entries": [ "You call upon tendrils of ephemeral ectoplasm to pass through the target and carry away a harmful psychic affliction.", "You immediately attempt to counteract a single effect on the target with the {@trait emotion} or {@trait possession} trait, or an effect giving the target the {@condition controlled} or {@condition fascinated} condition. If you fail to counteract the effect, you nevertheless set up a resonance that allows the target to more ably escape the effect on its own; for the next hour, the target gains a +2 status bonus to Will saves to shrug off the effect you failed to counteract (such as Will saves to shake off control by the {@spell possession} spell)." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Fearful Feast", @@ -165,13 +156,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -231,13 +219,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "You increase the area by 5 feet and the duration of the {@condition stupefied} condition by 1 minute." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-crb.json b/data/spells/spells-crb.json index 549efebd3b..cc59ee61d9 100644 --- a/data/spells/spells-crb.json +++ b/data/spells/spells-crb.json @@ -56,13 +56,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 3, "entry": "The initial radius increases by 5 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -103,13 +100,7 @@ "dismiss": false, "entries": [ "You move so fast you blur across planar boundaries. You teleport up to a distance equal to your Speed within your line of sight." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Abyssal Plague", @@ -173,8 +164,6 @@ ], "level": 9, "note": "The target can't recover from the {@condition drained} condition from Abyssal plague until the disease is cured.", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -188,13 +177,7 @@ } ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Abyssal Wrath", @@ -236,13 +219,10 @@ "{@dice 1d4} Realm Manifestation Damage Type 1 Skies Bolts of lightning Bludgeoning and flying debris and electricity 2 Depths Acid and demonic Acid and slashing shells 3 Frozen Frigid air and ice Bludgeoning and cold 4 Volcanic Jagged volcanic rocks Fire and piercing and magma You deal {@dice 4d6} damage of each of the corresponding damage types to each creature in the cone ({@damage 8d6} total damage)." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage for each type increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -290,13 +270,10 @@ "On a hit, you deal {@damage 3d8} acid damage plus {@damage 1d6} {@condition persistent damage ||persistent acid damage}. On a critical hit, double the initial damage, but not the {@condition persistent damage}." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The initial damage increases by {@dice 2d8}, and the {@condition persistent damage ||persistent acid damage} increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -343,8 +320,6 @@ "You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal {@damage 1d6} acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 {@condition persistent damage ||persistent acid damage}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -362,8 +337,7 @@ "level": 9, "entry": "The initial damage increases to {@dice 4d6} + your spellcasting ability modifier, the {@condition persistent damage} increases to 5, and the splash damage increases to 4." } - ], - "no_x": null + ] } }, { @@ -421,8 +395,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, @@ -432,8 +404,7 @@ "level": 6, "entry": "Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice (including {@condition persistent damage}), and {@skill Acrobatics} +23." } - ], - "no_x": null + ] }, "hasBattleForm": true }, @@ -477,13 +448,7 @@ "dismiss": false, "entries": [ "The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore {@quickref difficult terrain||3|terrain}. As part of casting agile feet, you can {@action Stride} or {@action Step}; you can instead {@action Burrow}, {@action Climb}, {@action Fly}, or {@action Swim} if you have the appropriate Speed." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Air Bubble", @@ -535,12 +500,6 @@ "entries": [ "A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -592,12 +551,6 @@ "entries": [ "The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -658,15 +611,12 @@ "You ward an area to alert you when creatures enter without your permission. When you cast {@spell alarm}, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the {@trait mental} trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the {@trait auditory} trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 {@skill Perception} check to wake up. A creature aware of the alarm must succeed at a {@skill Stealth} check against the spell's DC or trigger the spell when moving into the area." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, "entry": "You can specify criteria for which creatures sound the {@spell alarm} spell\u2014for instance, orcs or masked people." } - ], - "no_x": null + ] } }, { @@ -716,13 +666,7 @@ "dismiss": false, "entries": [ "You perform rapidly, speeding up your ally. The ally becomes {@condition quickened} and can use the additional action to {@action Strike}, {@action Stride}, or {@action Step}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Alter Reality", @@ -765,13 +709,7 @@ ] }, "At the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Anathematic Reprisal", @@ -820,13 +758,10 @@ "You deal {@damage 4d6} mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also {@condition stupefied 1} for 1 round. The creature is then temporarily immune for 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -866,15 +801,12 @@ "The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-{@skill Lore} skill, or a {@skill Lore} skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "You temporarily become an expert in the skill you choose." } - ], - "no_x": null + ] } }, { @@ -919,13 +851,7 @@ "dismiss": false, "entries": [ "You gain an angelic halo with an aura that increases allies' healing from the {@spell heal} spell. Allies in your halo's emanation who are healed by a {@spell heal} spell gain a status bonus to Hit Points regained equal to double the {@spell heal} spell's level." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Angelic Wings", @@ -965,15 +891,12 @@ "Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The duration increases to 1 minute." } - ], - "no_x": null + ] } }, { @@ -1035,8 +958,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -1050,8 +971,7 @@ "level": 5, "entry": "Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and {@skill Athletics} +20." } - ], - "no_x": null + ] }, "hasBattleForm": true }, @@ -1101,13 +1021,7 @@ "entries": [ "You offer a gift of food, and an ordinary Tiny wild animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. Optionally, you can attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it makes it there, it waits nearby until the duration expires, allowing other nonhostile creatures to approach it and remove the attached object. The spell ends after 24 hours or when a creature removes the attached object, whichever happens first.", "If there are no Tiny wild animals in range, the spell is lost." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Animal Vision", @@ -1155,13 +1069,7 @@ "dismiss": false, "entries": [ "You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the {@trait concentrate} trait." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Ant Haul", @@ -1208,13 +1116,7 @@ "dismiss": false, "entries": [ "You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming {@condition encumbered} and up to a maximum of 6 more Bulk." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Antimagic Field", @@ -1262,13 +1164,7 @@ "entries": [ "You repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells\u2014 such as dispel magic\u2014can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field; the ability boost from an apex item isn't suppressed within the field. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field.", "The field disrupts only magic, so a +3 longsword still functions as a longsword. Magically created creatures (such as golems) function normally within an antimagic field." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Appearance Of Wealth", @@ -1332,13 +1228,7 @@ "Failure": "The creature is {@condition fascinated} by the illusion." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Arcane Countermeasure", @@ -1381,13 +1271,7 @@ "entries": [ "You undermine the target spell, making it easier to defend against. You reduce the spell's level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it.", "You can't reduce the spell's level below its minimum. For example, a 5th-level {@spell cone of cold} would remain 5th-level, but a 5th-level {@spell fireball} would become 4th-level. Targets still gain all the other benefits, even if you don't reduce the spell's level." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Artistic Flourish", @@ -1440,8 +1324,6 @@ "When you cast this spell, any previous artistic flourish you had cast ends." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, @@ -1451,8 +1333,7 @@ "level": 10, "entry": "If you have legendary proficiency in {@skill Crafting}, the item grants a +3 item bonus instead." } - ], - "no_x": null + ] } }, { @@ -1495,13 +1376,7 @@ "dismiss": false, "entries": [ "Your body fills with physical power and skill. You gain a +10-foot status bonus to Speed and a +2 status bonus to {@skill Athletics} checks. As a part of {@action Cast a Spell||Casting this Spell}, you can use a {@action Stride}, {@action Leap}, {@action Climb}, or {@action Swim} action. The spell's bonuses apply during that action." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Augment Summoning", @@ -1541,13 +1416,7 @@ "dismiss": false, "entries": [ "You augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature's DCs, including its AC) for the duration of its summoning, up to 1 minute." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Augury", @@ -1594,13 +1463,7 @@ ] }, "The GM rolls a secret DC {@flatDC 6} flat check. On a failure, the result is always \"nothing.\" This makes it impossible to tell whether a \"nothing\" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Avatar", @@ -1653,12 +1516,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "hasBattleForm": true }, { @@ -1718,13 +1575,7 @@ "Critical Failure": "The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Bane", @@ -1772,13 +1623,7 @@ "dismiss": false, "entries": [ "You fill the minds of your enemies with doubt. Targets that fail their Will saves take a \u20131 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast {@spell bane}, you can use a single action, which has the {@trait concentrate} trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Banishment", @@ -1835,15 +1680,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "You can target up to 10 creatures. The extra material component affects targets to which it is anathema." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -1896,13 +1738,10 @@ "The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can {@action Dismiss} the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The resistances increase by 2, and the weakness increases by 3." - }, - "x": null, - "no_x": null + } } }, { @@ -1954,13 +1793,7 @@ "entries": [ "You wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire.", "While the soul is in the gem, the target can't be returned to life through any means, even powerful magic such as wish. If the gem is destroyed or bind soul is counteracted on the gem, the soul is freed. The gem has AC 16 and Hardness 10. A gem can't hold more than one soul, and any attempt wastes the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Bind Undead", @@ -2008,13 +1841,7 @@ "dismiss": false, "entries": [ "With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any {@condition hostile} actions against the target, the spell ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Bit Of Luck", @@ -2066,13 +1893,7 @@ "entries": [ "You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends.", "If you cast {@spell bit of luck} again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Black Tentacles", @@ -2125,13 +1946,7 @@ "entries": [ "Oily black tentacles rise up and attempt to {@action Grapple} each creature in the area. Make spell attack rolls against the Fortitude DC of each creature. Any creature you succeed against is {@condition grabbed} and takes {@damage 3d6} bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven't already, and they deal {@damage 1d6} bludgeoning damage to any creature already {@condition grabbed}.", "The tentacles' {@action Escape} DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends. You can {@action Dismiss} the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Blade Barrier", @@ -2180,13 +1995,10 @@ "A creature that succeeds at this save when the wall is created is pushed to the nearest space on the side of its choice. Creatures trying to move through the wall fail to do so if they critically fail the save, ending their movement adjacent to the wall." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -2235,13 +2047,7 @@ "entries": [ "Blessings from beyond help your companions strike true.", "You and your allies in the area gain a +1 status bonus to attack rolls. Once per turn, starting the turn after you cast {@spell bless}, you can use a single action, which has the {@trait concentrate} trait, to increase the emanation's radius by 5 feet. Bless can counteract bane." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Blind Ambition", @@ -2304,13 +2110,7 @@ "Critical Failure": "The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Blindness", @@ -2365,13 +2165,7 @@ "Critical Failure": "The target is {@condition blinded} permanently." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Blink", @@ -2413,13 +2207,10 @@ "You blink quickly between the Material Plane and the Ethereal Plane. You gain resistance 5 to all damage (except force). You can {@action Sustain a Spell||Sustain the Spell} to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn't trigger reactions. At the end of your turn, you vanish and reappear as above." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The resistance increases by 3." - }, - "x": null, - "no_x": null + } } }, { @@ -2468,13 +2259,7 @@ "dismiss": false, "entries": [ "The target's form appears blurry. It becomes {@condition concealed}. As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to {@action Hide} or {@action Sneak}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Breath Of Life", @@ -2520,13 +2305,7 @@ "entries": [ "Your blessing revives a creature at the moment of its death.", "You prevent the target from {@condition dying} and restore Hit Points to the target equal to {@dice 4d8} plus your spellcasting ability modifier. You can't use breath of life if the triggering effect was {@spell disintegrate} or a {@trait death} effect." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Burning Hands", @@ -2570,13 +2349,10 @@ "Gouts of flame rush from your hands. You deal {@damage 2d6} fire damage to creatures in the area." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -2630,13 +2406,7 @@ "Failure": "The target is unaffected." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Calm Emotions", @@ -2701,13 +2471,7 @@ "Critical Failure": "As failure, but hostility doesn't end the effect." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Captivating Adoration", @@ -2771,13 +2535,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the size of the emanation by 15 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -2847,12 +2608,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -2903,13 +2658,10 @@ "A blazing symbol appears on the target, marking it for divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a good creature damages it, the good creature deals an additional {@damage 1d4} good damage. The target is then temporarily immune for 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The good damage increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -2956,13 +2708,10 @@ "You discharge a powerful bolt of lightning at the target, dealing {@damage 8d12} electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d12}." - }, - "x": null, - "no_x": null + } } }, { @@ -3005,13 +2754,7 @@ "dismiss": false, "entries": [ "You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a fireball, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Charm", @@ -3075,8 +2818,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -3086,8 +2827,7 @@ "level": 8, "entry": "The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -3153,15 +2893,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "You can target any type of creature, not just humanoids, as long as it could find you attractive." } - ], - "no_x": null + ] } }, { @@ -3221,13 +2958,7 @@ "Critical Failure": "The target is {@condition stunned 1} and can't use {@condition hostile} actions against you." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Chill Touch", @@ -3281,13 +3012,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The negative damage to living creatures increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -3343,13 +3071,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The cold damage increases by {@dice 2d6}, and the evil damage against celestials increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -3410,8 +3135,6 @@ } ], "heightened": { - "heightened": false, - "plus_x": null, "x": [ { "level": 7, @@ -3429,8 +3152,7 @@ } ] } - ], - "no_x": null + ] } }, { @@ -3486,15 +3208,12 @@ "You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "The duration increases to 1 hour." } - ], - "no_x": null + ] } }, { @@ -3543,13 +3262,7 @@ "dismiss": false, "entries": [ "You create an {@condition invisible} floating ear at a location within range (even if it's outside your line of sight or line of effect). It can't move, but you can hear through the ear as if using your normal auditory senses." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Clairvoyance", @@ -3597,13 +3310,7 @@ "dismiss": false, "entries": [ "You create an {@condition invisible} floating eye at a location within range (even if it's outside your line of sight or line of effect). The eye can't move, but you can see in all directions from that point as if using your normal visual senses." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Cloak Of Colors", @@ -3659,13 +3366,7 @@ "Critical Failure": "The attacker is {@condition stunned} for 1 round. The creature is temporarily immune until the end of its turn; this effect has the {@trait incapacitation} trait." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Cloak Of Shadow", @@ -3718,13 +3419,7 @@ "entries": [ "You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 458.", "The target can use {@condition concealed} condition gained from the shadows to {@action Hide}, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely {@condition undetected}. The target can use an {@action Interact} action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell's duration. If anyone picks up the cloak after it's been removed by the original target, the cloak evaporates and the spell ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Cloudkill", @@ -3781,13 +3476,10 @@ "You conjure a poisonous fog. This functions as {@spell obscuring mist}, except the area moves 10 feet away from you each round. You deal {@damage 6d8} poison damage to each breathing creature that starts its turn in the spell's area. You can {@action Dismiss} the spell." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -3840,13 +3532,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The number of targets increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -3904,13 +3593,7 @@ "Critical Failure": "The creature is {@condition stunned} for 1 round and {@condition blinded} for 1 minute." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Command", @@ -3972,15 +3655,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "You can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -4035,13 +3715,7 @@ "dismiss": false, "entries": [ "With the threat of more pain, you compel a creature you've recently harmed. You issue a command to the target, with the effects of the spell command." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Competitive Edge", @@ -4087,15 +3761,12 @@ "Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4." } - ], - "no_x": null + ] } }, { @@ -4146,8 +3817,6 @@ "The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -4157,8 +3826,7 @@ "level": 4, "entry": "You can target up to 10 creatures, and targets can also speak the language." } - ], - "no_x": null + ] } }, { @@ -4203,13 +3871,10 @@ "Icy cold rushes forth from your hands. You deal {@damage 12d6} cold damage to creatures in the area." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -4271,15 +3936,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "You can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -4321,8 +3983,6 @@ "You prepare a spell that will trigger later. While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than 3 actions. This companion spell must be one that can affect you. You must make any decisions for the spell when you cast {@spell contingency}, such as choosing a damage type for {@spell resist energy}. During the casting, choose a trigger under which the spell will be cast, using the same restrictions as for the trigger of a {@action Ready} action. Once contingency is cast, you can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail. If you cast {@spell contingency} again, the newer casting supersedes the older." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, @@ -4336,8 +3996,7 @@ "level": 10, "entry": "You can choose a spell of 7th level or lower." } - ], - "no_x": null + ] } }, { @@ -4392,13 +4051,10 @@ "It doesn't need oxygen, react to water, or generate heat." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th, 60 gp for 5th, 120 gp for 6th,; 270 gp for 7th, 540 gp for 8th, 1,350 gp for 9th, and 3,350 gp for 10th." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -4451,12 +4107,6 @@ "entries": [ "By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -4502,13 +4152,7 @@ "dismiss": false, "entries": [ "Your performance protects you and your allies. Roll a {@skill Performance} check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your {@skill Performance} check and the saving throw." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Create Food", @@ -4554,8 +4198,6 @@ "After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on)." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -4569,8 +4211,7 @@ "level": 8, "entry": "You can feed 200 Medium creatures." } - ], - "no_x": null + ] } }, { @@ -4616,12 +4257,6 @@ "As you cup your hands, water begins to flow forth from them.", "You create 2 gallons of water. If no one drinks it, it evaporates after 1 day." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -4673,15 +4308,12 @@ "You conjure a temporary object from eldritch energy. It must be of vegetable matter (such as wood or paper) and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never fulfills a cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. It is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The item is metal and can include common minerals, like feldspar or quartz." } - ], - "no_x": null + ] } }, { @@ -4736,13 +4368,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6} (or by {@dice 2d8} if the target is a divine spellcaster)." - }, - "x": null, - "no_x": null + } } }, { @@ -4804,15 +4433,12 @@ "The spell ends for all creatures if you or one of your allies uses a {@condition hostile} action against a target, or when the cause is completed. The GM might determine this spell has alignment traits befitting the cause." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 10, "entry": "The level for each category increases by 2." } - ], - "no_x": null + ] } }, { @@ -4872,15 +4498,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "The area increases to a 60-foot cone." } - ], - "no_x": null + ] } }, { @@ -4928,13 +4551,10 @@ "Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes {@damage 1d8} sonic damage. If you already dealt damage to an enemy this turn with a {@action Strike} or spell, increase the damage dice from this spell to d12s." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -4984,12 +4604,6 @@ "entries": [ "You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you {@action Sustain a Spell||Sustain the Spell}, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -5053,13 +4667,7 @@ "Critical Failure": "As success, but the duration is 1 minute, and the target is also {@condition blinded} for the duration. It can attempt a new save at the end of each of its turns. If it succeeds, it's no longer {@condition blinded}, but its {@ability darkvision} or {@ability low-light vision} remains suppressed." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Darkness", @@ -5117,15 +4725,12 @@ "This also suppresses magical light of your {@spell darkness} spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "Even creatures with {@ability darkvision} (but not {@ability darkvision||greater darkvision}) can barely see through the darkness. They treat targets seen through the darkness as {@condition concealed}." } - ], - "no_x": null + ] } }, { @@ -5170,8 +4775,6 @@ "You gain {@ability darkvision}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -5181,8 +4784,7 @@ "level": 5, "entry": "The spell's range is touch and it targets 1 willing creature. The duration is until the next time you make your daily preparations." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -5240,13 +4842,10 @@ "The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also {@condition stunned 1}." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -5304,15 +4903,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, "entry": "The area increases to a 30-foot cone." } - ], - "no_x": null + ] } }, { @@ -5367,13 +4963,7 @@ "Critical Failure": "The target is {@condition deafened} permanently." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Death Knell", @@ -5425,13 +5015,7 @@ "Failure": "The target dies." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Death Ward", @@ -5480,13 +5064,7 @@ "entries": [ "You shield a creature from the ravages of negative energy.", "It receives a +4 status bonus to saves against {@trait death} and {@trait negative} effects, gains negative resistance 10, and suppresses the effects of the {@condition doomed} condition." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Death's Call", @@ -5532,13 +5110,7 @@ "Seeing another pass from this world to the next invigorates you.", "You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting ability modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain", "These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Delusional Pride", @@ -5600,13 +5172,7 @@ "Critical Failure": "The duration is 24 hours." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Destructive Aura", @@ -5656,13 +5222,10 @@ "Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of creatures in the area (including yourself) by 2." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Reduce the resistances by an additional 2." - }, - "x": null, - "no_x": null + } } }, { @@ -5708,15 +5271,12 @@ "Only creatures of 6th level or higher\u2014unless divine spellcasters, undead, or beings from the Outer Sphere\u2014have alignment auras." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, "entry": "You learn each aura's location and strength." } - ], - "no_x": null + ] } }, { @@ -5764,8 +5324,6 @@ "You detect illusion magic only if that magic's effect has a lower level than the level of your {@spell detect magic} spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -5775,8 +5333,7 @@ "level": 4, "entry": "As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that)." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -5826,15 +5383,12 @@ "You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, "entry": "You learn the number and types of poison." } - ], - "no_x": null + ] } }, { @@ -5884,15 +5438,12 @@ "By tapping into trace divinatory auras, you detect the presence of {@trait scrying} effects in the area. If detect scrying is higher level than a {@trait scrying} effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "The duration is until the next time you make your daily preparations." } - ], - "no_x": null + ] } }, { @@ -5938,13 +5489,7 @@ "dismiss": false, "entries": [ "You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a \u20131 status penalty to all its attack rolls and skill checks." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Dimension Door", @@ -5988,15 +5533,12 @@ "Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you\u2014even if you're carrying it in an extradimensional container\u2014the spell is lost." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour." } - ], - "no_x": null + ] } }, { @@ -6055,13 +5597,7 @@ "Critical Failure": "The effect's duration is 1 hour." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Dimensional Lock", @@ -6116,12 +5652,6 @@ "entries": [ "You create a shimmering barrier that attempts to counteract {@trait teleportation} effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -6166,13 +5696,10 @@ "You teleport to a location up to 20 feet away within your line of sight." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The distance you can teleport increases by 5 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -6232,8 +5759,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, @@ -6243,8 +5768,7 @@ "level": 7, "entry": "Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and {@skill Athletics} +25." } - ], - "no_x": null + ] }, "hasBattleForm": true }, @@ -6294,13 +5818,7 @@ "dismiss": false, "entries": [ "Foes within the area are {@condition frightened 1}. They can't reduce their {@condition frightened} value below 1 while they remain in the area." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Disappearance", @@ -6347,13 +5865,7 @@ "dismiss": false, "entries": [ "You shroud a creature from others' senses. The target becomes {@condition undetected}, not just to sight but to all senses, allowing the target to count as {@condition invisible} no matter what precise and imprecise senses an observer might have. It's still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Discern Lies", @@ -6396,13 +5908,7 @@ "dismiss": false, "entries": [ "Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to {@skill Perception} checks when someone Lies." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Discern Location", @@ -6449,13 +5955,7 @@ "entries": [ "You learn the name of the target's exact location (including the building, community, and country) and plane of existence.", "You can target a creature only if you've seen it in person, have one of its significant belongings, or have a piece of its body. To target an object, you must have touched it or have a fragment of it. Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Disintegrate", @@ -6502,13 +6002,10 @@ "A single casting can destroy no more than a 10-foot cube of matter. This automatically destroys any force construct, such as a wall of force." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d10}." - }, - "x": null, - "no_x": null + } } }, { @@ -6552,13 +6049,7 @@ "dismiss": false, "entries": [ "Crackling energy disjoins the target. You attempt to counteract it (page 458). If you succeed, it's deactivated for 1 week. On a critical success, it's destroyed. If it's an artifact or similar item, you automatically fail." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Dispel Magic", @@ -6604,12 +6095,6 @@ "You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties.", "If the target is an artifact or similar item, you automatically fail." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -6653,13 +6138,7 @@ "dismiss": false, "entries": [ "After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn't run out while you were dispersed." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Disrupt Undead", @@ -6705,13 +6184,10 @@ "You lance the target with energy. You deal {@damage 1d6} positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also {@condition enfeebled 1} for 1 round." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -6761,8 +6237,6 @@ "You infuse weapons with positive energy. Attacks with these weapons deal an extra {@damage 1d4} positive damage to undead." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -6772,8 +6246,7 @@ "level": 5, "entry": "Target up to three weapons, and the damage increases to {@dice 3d4} damage." } - ], - "no_x": null + ] } }, { @@ -6822,13 +6295,7 @@ "Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. The bonuses granted by the spell increase to +2 against attacks by\u2014and effects created by\u2014creatures with an alignment opposite to the spell (lawful if you chose chaotic, evil if you chose good). These bonuses increase to +4 against effects created by such creatures that attempt to impose the {@condition controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura.", "When a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be {@condition blinded} for 1 minute. It's then temporarily immune for 1 minute.", "The first time you {@action Sustain a Spell||Sustain the Spell} each round, the divine aura's radius grows 10 feet." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Divine Decree", @@ -6893,13 +6360,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d10}, and the level of creatures that must attempt a second save on a critical failure increases by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -6943,13 +6407,7 @@ "entries": [ "You infuse a target with spiritual energy, refreshing its magic.", "If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots. If it has a focus pool, it regains its Focus Points, as if it had {@action Refocus||Refocused}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Divine Lance", @@ -6993,13 +6451,10 @@ "You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to {@dice 1d4} + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -7054,15 +6509,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes." } - ], - "no_x": null + ] } }, { @@ -7121,13 +6573,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d10}." - }, - "x": null, - "no_x": null + } } }, { @@ -7176,13 +6625,7 @@ "entries": [ "You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends.", "Alternatively, you can instead reveal the result of the die roll for one of the target's secret checks during the duration, and the spell ends. Casting it again ends any active diviner's sight you have cast, as well as any active diviner's sight on the target." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Dominate", @@ -7245,15 +6688,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 10, "entry": "The duration is unlimited." } - ], - "no_x": null + ] } }, { @@ -7312,13 +6752,10 @@ "You call forth a torrential downpour, which extinguishes nonmagical flames. Creatures in the area are {@condition concealed} and gain fire resistance 10. Creatures outside the area are {@condition concealed} to those inside the area. Creatures with weakness to water that end their turns in the area take damage equal to their weakness." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The fire resistance increases by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -7406,13 +6843,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -7453,8 +6887,6 @@ "Vicious claws grow from your fingers. They are finesse unarmed attacks that deal {@damage 1d4} slashing damage and {@damage 1d6} extra damage of a type determined by the dragon in your bloodline (see the table in dragon breath). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, @@ -7464,8 +6896,7 @@ "level": 9, "entry": "The extra damage increases to {@dice 3d6}, and the resistance increases to 15." } - ], - "no_x": null + ] } }, { @@ -7539,15 +6970,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, {@skill Athletics} +28, and a +14 status bonus to breath weapon damage." } - ], - "no_x": null + ] }, "hasBattleForm": true }, @@ -7589,15 +7017,12 @@ "Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is faster. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. You can increase the Focus Point cost by 1 to gain the effects of dragon claws as long as the wings last." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "The duration increases to 10 minutes." } - ], - "no_x": null + ] } }, { @@ -7642,13 +7067,10 @@ "You close your hand and pull life energy from another creature into yourself. This deals {@damage 3d4} negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable. If the target's Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead. The temporary Hit Points last for 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -7695,13 +7117,7 @@ "dismiss": false, "entries": [ "You emit an aura of terror. Foes in the area are {@condition frightened 1} and unable to reduce the condition." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Dream Council", @@ -7751,13 +7167,7 @@ "dismiss": false, "entries": [ "When you {@action Cast a Spell||Cast this Spell}, any targets\u2014including you\u2014can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Dream Message", @@ -7809,15 +7219,12 @@ "You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually." } - ], - "no_x": null + ] } }, { @@ -7880,13 +7287,7 @@ "Critical Failure": "As failure, but the target follows the course of action for as many actions as possible for the spell's duration, and it does nothing else." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Dreaming Potential", @@ -7934,13 +7335,7 @@ "dismiss": false, "entries": [ "You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can't use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can't access within the dream." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Drop Dead", @@ -7993,15 +7388,12 @@ "The target appears to fall down dead, though it actually turns {@condition invisible}. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd\u2014for instance, a barbarian at full health appears to be slain by 2 damage\u2014the GM can grant the attacker an immediate {@skill Perception} check to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}. If the target uses {@condition hostile} actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "The spell doesn't end if the target uses {@condition hostile} actions." } - ], - "no_x": null + ] } }, { @@ -8063,13 +7455,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The level of creature you can target increases by 2. The duplicate has 10 more HP." - }, - "x": null, - "no_x": null + } } }, { @@ -8128,12 +7517,6 @@ } } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -8209,15 +7592,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 10, "entry": "You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -8283,13 +7663,7 @@ "Critical Failure": "The creature or object takes double damage. If it's a creature, it becomes {@condition blinded} by the darkness for an unlimited duration. Heightened (+1) The cold damage increases by {@dice 1d10} and the negative damage against the living increases by {@dice 1d4}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Electric Arc", @@ -8335,13 +7709,10 @@ "An arc of lightning leaps from one target to another. You deal electricity damage equal to {@dice 1d4} plus your spellcasting ability modifier." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -8393,13 +7764,10 @@ "This spell has your element's trait." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -8458,8 +7826,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -8469,8 +7835,7 @@ "level": 7, "entry": "Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including {@condition persistent damage}), and {@skill Acrobatics} or {@skill Athletics} +25." } - ], - "no_x": null + ] }, "hasBattleForm": true, "spellLists": [ @@ -8523,8 +7888,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -8534,8 +7897,7 @@ "level": 9, "entry": "The status bonus increases to +20 feet." } - ], - "no_x": null + ] } }, { @@ -8570,13 +7932,7 @@ "entries": [ "Your spellcasting surrounds you in a storm of elemental energy.", "If the next action you take is to {@action Cast a Spell} from your wizard spell slots that's an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take {@dice 1d6} damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage from both elemental tempest and the other spell against foes who take damage from both before applying bonuses, penalties, resistance, weakness, and the like." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Elemental Toss", @@ -8619,13 +7975,10 @@ "With a flick of your wrist, you fling a chunk of your elemental matter at your foe. Make a spell attack roll, dealing {@damage 1d8} bludgeoning damage (or fire damage if your element is fire) on a success, and double damage on a critical success. This spell has your element's trait." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -8668,13 +8021,10 @@ "You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren't evil, and you gain weakness 5 to good damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -8713,13 +8063,7 @@ "dismiss": false, "entries": [ "You turn ethereal, with the effects of ethereal jaunt, but you don't need to concentrate." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Endure Elements", @@ -8771,8 +8115,6 @@ "Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat)." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -8782,8 +8124,7 @@ "level": 5, "entry": "The target is protected from severe cold, severe heat, extreme cold, and extreme heat." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -8828,13 +8169,10 @@ "Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The resistance increases by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -8871,13 +8209,10 @@ "You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). The resistance applies only to the triggering effect's initial damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The resistance increases by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -8930,15 +8265,12 @@ "You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "The resistances increase to 10." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -8993,13 +8325,10 @@ "Prior to the transformation, the spell attempts to counteract any poisons in the food or water. The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The number of gallons of water you can target increases by 1, or the number of pounds of food you can target increases by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -9051,8 +8380,6 @@ "Its equipment grows with it but returns to natural size if removed. The creature is {@condition clumsy 1}. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -9062,8 +8389,7 @@ "level": 6, "entry": "Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures." } - ], - "no_x": null + ] } }, { @@ -9116,13 +8442,7 @@ "dismiss": false, "entries": [ "Plants in the area entangle creatures. The area counts as {@quickref difficult terrain||3|terrain}. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a \u201310-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also {@condition immobilized} for 1 round. Creatures can attempt to {@action Escape} at entangle's DC to remove these effects." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Enthrall", @@ -9182,13 +8502,7 @@ "Critical Failure": "As failure, but the target can't attempt a save to end the fascination if it disagrees with you." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Eradicate Undeath", @@ -9235,13 +8549,10 @@ "A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes {@damage 4d12} positive damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d12}." - }, - "x": null, - "no_x": null + } } }, { @@ -9288,15 +8599,12 @@ "If you cast this spell when not on the Material Plane, it is lost." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes." } - ], - "no_x": null + ] } }, { @@ -9330,13 +8638,7 @@ "dismiss": false, "entries": [ "You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to {@action Cast a Spell} with a duration of 1 minute on a single target, and the spell isn't of the highest spell level you can cast, the spell instead lasts 10 minutes. You can have only one active spell at a time extended in this way." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Fabricated Truth", @@ -9395,13 +8697,7 @@ "Critical Failure": "The target believes the statement with unlimited duration." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Face In The Crowd", @@ -9446,15 +8742,12 @@ "While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript. You gain a +2 status bonus to {@skill Deception} and {@skill Stealth} checks to go {@condition unnoticed} among the crowd, and you ignore {@quickref difficult terrain||3|terrain} caused by the crowd." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, "entry": "The spell gains a range of 10 feet and can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -9518,13 +8811,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 3, "entry": "The initial radius increases by 5 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -9580,12 +8870,6 @@ "entries": [ "All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be {@condition concealed} while affected by faerie fire. If the creatures are {@condition invisible}, they are {@condition concealed} while affected by faerie fire, rather than being {@condition undetected}." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -9629,13 +8913,10 @@ "You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The temporary Hit Points increase by 3." - }, - "x": null, - "no_x": null + } } }, { @@ -9690,13 +8971,7 @@ "dismiss": false, "entries": [ "You create a false image that fools any attempts to scry on an area. Any {@spell scrying} spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can {@action Sustain a Spell||Sustain the Spell} each round to change the illusion as you desire, including playing out a complex scene. If the {@spell scrying} spell is of a higher level than false vision, the scryer can attempt a {@skill Perception} check to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}, though even if they're successful, they can't learn what's truly going on in the area." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Fatal Aria", @@ -9749,13 +9024,7 @@ "{@b 18th or Higher} The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly." ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Fear", @@ -9819,15 +9088,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, "entry": "You can target up to five creatures." } - ], - "no_x": null + ] } }, { @@ -9878,12 +9144,6 @@ "entries": [ "You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -9946,13 +9206,7 @@ "Critical Failure": "The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as \u20135. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Feet To Fins", @@ -10002,15 +9256,12 @@ "The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "The spell lasts until the next time you make your daily preparations." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -10053,15 +9304,12 @@ "You become {@condition invisible} and ignore natural {@quickref difficult terrain||3|terrain} (such as underbrush). Any {@condition hostile} action you use ends this invisibility, but you still ignore natural {@quickref difficult terrain||3|terrain}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "If you use a {@condition hostile} action, the invisibility doesn't end." } - ], - "no_x": null + ] } }, { @@ -10112,13 +9360,7 @@ "dismiss": false, "entries": [ "You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour's range and duration." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Field Of Life", @@ -10174,8 +9416,6 @@ "A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains {@dice 1d8} Hit Points, and any undead creature that starts its turn in the area takes {@damage 1d8} positive damage." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, @@ -10185,8 +9425,7 @@ "level": 9, "entry": "The healing and damage increase to {@dice 1d12}." } - ], - "no_x": null + ] } }, { @@ -10232,15 +9471,12 @@ "In fire form, you have a fly Speed of 40 feet and don't need to breathe." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "Creatures touching you take {@damage 4d6} fire damage instead of {@dice 3d6}, your unarmed attacks deal {@dice 2d4} additional fire damage, and you have a fly Speed of 60 feet." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -10290,13 +9526,10 @@ "You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by 10." - }, - "x": null, - "no_x": null + } } }, { @@ -10353,13 +9586,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The ray's initial damage increases by {@dice 2d6}, and the {@condition persistent damage ||persistent fire damage} on a critical success increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -10406,8 +9636,6 @@ "When the spell ends, any remaining acorns rot and turn to ordinary soil." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, @@ -10417,8 +9645,7 @@ "level": 9, "entry": "The burst's damage increases to {@dice 6d6}, and the continuing flames damage increases to {@dice 3d6}." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -10464,13 +9691,10 @@ "You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take {@damage 2d6} fire damage each time they do." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The cold resistance increases by 5, and the fire damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -10525,13 +9749,10 @@ "A roaring blast of fire appears at a spot you designate, dealing {@damage 6d6} fire damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -10584,13 +9805,10 @@ "You swiftly deflect incoming flames. The target gains fire resistance 15 against the triggering effect." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The resistance increases by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -10641,13 +9859,10 @@ "You call a rain of divine fire that plummets down from above, dealing {@damage 8d6} fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -10708,13 +9923,10 @@ "Creatures that succeed at their save take no damage (instead of half)." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -10757,13 +9969,7 @@ "dismiss": false, "entries": [ "You gain a +30-foot status bonus to your Speed." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Flesh To Stone", @@ -10821,12 +10027,6 @@ } } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -10870,13 +10070,7 @@ "entries": [ "A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends.", "The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Fly", @@ -10926,15 +10120,12 @@ "The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "The duration increases to 1 hour." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -10987,15 +10178,12 @@ "You ward an ally against the attacks and {@condition hostile} spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "The status bonus increases to +2." } - ], - "no_x": null + ] } }, { @@ -11039,13 +10227,10 @@ "You fire an unerring dart of force from your fingertips. It automatically hits and deals {@damage 1d4+1} force damage to the target." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d4+1}." - }, - "x": null, - "no_x": null + } } }, { @@ -11106,13 +10291,7 @@ "Critical Failure": "The duration is 10 minutes." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Foresight", @@ -11163,13 +10342,7 @@ "entries": [ "You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a {@trait mental} effect. Due to the amount of information this spell requires you to process, you can't have more than one {@spell foresight} spell in effect at a time. Casting foresight again ends the previous foresight. While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn't {@condition flat-footed} against {@condition undetected} creatures or when flanked. In addition, you gain the following reaction.", "Foresight {@as R} Trigger The target of foresight defends against a {@condition hostile} creature or other danger. Effect If the {@condition hostile} creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the {@trait fortune} trait. But if the {@condition hostile} creature or danger is rolling against the target (an attack roll or skill check, for example), that {@condition hostile} creature or danger rolls twice and uses the lower result, and this spell gains the {@trait misfortune} trait." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Freedom Of Movement", @@ -11217,13 +10390,7 @@ "dismiss": false, "entries": [ "You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to {@action Escape} an effect that has them {@condition immobilized}, {@condition grabbed}, or {@condition restrained}, they automatically succeed unless the effect is magical and of a higher level than the {@spell freedom of movement} spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Gaseous Form", @@ -11274,12 +10441,6 @@ "The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC.", "It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the {@trait attack} or {@trait manipulate} trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can {@action Dismiss} the spell." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -11332,12 +10493,6 @@ "entries": [ "You tear open a rift to another plane, creating a portal that creatures can travel through in either direction. This portal is vertical and circular, with a radius of 40 feet. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination's location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of a deity or another powerful being, that being can prevent the gate from forming." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -11391,15 +10546,12 @@ "The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The spell's duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp)." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -11453,8 +10605,6 @@ "The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music)." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -11464,8 +10614,7 @@ "level": 5, "entry": "The range increases to 120 feet." } - ], - "no_x": null + ] } }, { @@ -11513,13 +10662,7 @@ "dismiss": false, "entries": [ "The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the ghost touch property rune." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Ghoulish Cravings", @@ -11580,9 +10723,6 @@ "disease" ], "level": 3, - "note": null, - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -11615,13 +10755,7 @@ } ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Glibness", @@ -11661,13 +10795,7 @@ "dismiss": false, "entries": [ "Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus to {@skill Deception} checks to {@action Lie} and against {@skill Perception} checks to discern if you are telling the truth, and you add your level even if you're untrained. If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty or increase by half." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Glimpse The Truth", @@ -11719,15 +10847,12 @@ "The area moves with you for the duration of the spell, and the GM attempts a secret counteract check each time a new illusion is within the area." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "You can allow everyone to see through illusions you succeed against, not just yourself." } - ], - "no_x": null + ] } }, { @@ -11785,13 +10910,7 @@ "Critical Failure": "The target is {@condition blinded} for 1 round and {@condition dazzled} for 10 minutes. Its invisibility is negated for 10 minutes." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Globe Of Invulnerability", @@ -11838,13 +10957,7 @@ "dismiss": false, "entries": [ "You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a {@spell dispel magic} spell 1 level lower than its actual spell level. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally). You must form the sphere in an unbroken open space, so its edges don't pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast)." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Glutton's Jaws", @@ -11884,13 +10997,10 @@ "Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the {@trait forceful} trait dealing {@damage 1d8} piercing damage. If you hit with your jaws and deal damage, you gain {@dice 1d6} temporary Hit Points." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The temporary Hit Points increase by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -11944,12 +11054,6 @@ "Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the {@skill Perception} check to notice it and the {@skill Thievery} check to disable it; both checks require the creature attempting them to be trained in order to succeed.", "You can {@action Dismiss} glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -12013,8 +11117,6 @@ ], "level": 1, "note": "Goblins and goblin dogs are immune.", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -12033,13 +11135,7 @@ } ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Goodberry", @@ -12088,13 +11184,10 @@ "You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an {@action Interact} action to regain {@dice 1d6+4} Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single {@action Interact} action." - }, - "x": null, - "no_x": null + } } }, { @@ -12152,13 +11245,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -12220,13 +11310,7 @@ ] }, "If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Grim Tendrils", @@ -12279,13 +11363,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The negative damage increases by {@dice 2d4}, and the {@condition persistent damage ||persistent bleed damage} increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -12335,13 +11416,7 @@ "entries": [ "You ask for divine guidance, granting the target a +1 status bonus to one attack roll, {@skill Perception} check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling.", "If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Gust Of Wind", @@ -12397,12 +11472,6 @@ } } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -12467,8 +11536,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -12478,8 +11545,7 @@ "level": 8, "entry": "Choose to either target any number of creatures or change the spell's duration to unlimited." } - ], - "no_x": null + ] } }, { @@ -12538,15 +11604,12 @@ "Any creature that touches the illusion or uses the {@action Seek} action to examine it can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures)." } - ], - "no_x": null + ] } }, { @@ -12588,13 +11651,7 @@ "dismiss": false, "entries": [ "You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee {@action Strike}, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Harm", @@ -12643,13 +11700,10 @@ "{@as 3} (material, verbal, somatic) You disperse negative energy in a 30-foot emanation. This targets all living and undead creatures in the area." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The amount of healing or damage increases by {@dice 1d8}, and the extra healing for the 2-action version increases by 8." - }, - "x": null, - "no_x": null + } } }, { @@ -12700,15 +11754,12 @@ "Magic empowers the target to act faster. It gains the {@condition quickened} condition and can use the extra action each round only for {@action Strike} and {@action Stride} actions." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "You can target up to 6 creatures." } - ], - "no_x": null + ] } }, { @@ -12759,13 +11810,10 @@ "{@as 3} (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The amount of healing or damage increases by {@dice 1d8}, and the extra healing for the 2-action version increases by 8." - }, - "x": null, - "no_x": null + } } }, { @@ -12818,13 +11866,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The amount of healing increases by {@dice 1d8}, and the additional healing for the 2-action version increases by 8." - }, - "x": null, - "no_x": null + } } }, { @@ -12878,13 +11923,10 @@ "The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The additional healing increases by 2 HP." - }, - "x": null, - "no_x": null + } } }, { @@ -12935,13 +11977,10 @@ "You call forth a plume of hellfire that erupts from below, dealing {@damage 4d6} fire damage and {@damage 4d6} evil damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The fire damage increases by {@dice 1d6}, and the evil damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -12960,8 +11999,7 @@ "school": "N", "cast": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": { "F": false, @@ -12981,13 +12019,7 @@ "Just before applying the attack's damage, you recover {@dice 10d4+20} Hit Points. If this is enough to prevent the attack from bringing you to 0 Hit Points, you don't become {@condition unconscious} or {@condition dying}.", "Either way, cheating death is difficult, and you can't use hero's defiance again until you {@action Refocus} or the next time you prepare.", "Hero's defiance cannot be used against effects with the {@trait death} trait or that would leave no remains, such as {@spell disintegrate}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Heroism", @@ -13037,8 +12069,6 @@ "You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -13048,8 +12078,7 @@ "level": 9, "entry": "The status bonus increases to +3." } - ], - "no_x": null + ] } }, { @@ -13109,13 +12138,7 @@ "Critical Failure": "The target falls {@condition prone} and can't use actions or reactions for 1 round. It then suffers the failure effects." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Holy Cascade", @@ -13168,13 +12191,10 @@ "You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals {@damage 3d6} bludgeoning damage to creatures in the area from the cascade of water. The water deals an additional {@damage 6d6} positive damage to undead and {@damage 6d6} good damage to fiends." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The bludgeoning damage increases by {@dice 1d6}, and the additional positive and good damage each increase by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -13224,13 +12244,10 @@ "You pull the moisture from the targets' bodies, dealing {@damage 10d10} negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d10}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -13287,15 +12304,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "Foes in the area are {@condition frightened 1} on a success, {@condition frightened 2} on a failure, and {@condition frightened 3} and {@condition fleeing} for 1 round on a critical failure. They are still unaffected on a critical success." } - ], - "no_x": null + ] } }, { @@ -13343,13 +12357,7 @@ "dismiss": false, "entries": [ "You mime creating an {@condition invisible 10}-foot-by-10-foot stretch of wall adjacent to you and within your reach. The wall is solid to those creatures that don't disbelieve it, even incorporeal creatures. You and your allies can voluntarily believe the wall exists to continue to treat it as solid, for instance to climb onto it. A creature that {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} is temporarily immune to your house of imaginary walls for 1 minute. The wall doesn't block creatures that didn't see your visual performance, nor does it block objects. The wall has AC 10, Hardness equal to double the spell's level, and HP equal to quadruple the spell's level." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Humanoid Form", @@ -13394,8 +12402,6 @@ "Humanoid form grants you a +4 status bonus to {@skill Deception} checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to {@action Impersonate} an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your {@skill Deception} check. You can {@action Dismiss} this spell." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -13405,8 +12411,7 @@ "level": 5, "entry": "You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the {@spell enlarge} spell." } - ], - "no_x": null + ] } }, { @@ -13463,13 +12468,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The stone's damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -13523,13 +12525,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -13578,13 +12577,10 @@ "Creatures that fail the save are also knocked back 5 feet (10 feet on a critical failure)." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -13621,13 +12617,7 @@ "dismiss": false, "entries": [ "You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 {@action Recall Knowledge} actions as part of {@action Cast a Spell||Casting this Spell}. For these actions, you can't use any special abilities, reactions, or free actions that trigger when you {@action Recall Knowledge}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Hypnotic Pattern", @@ -13689,13 +12679,7 @@ "Critical Failure": "The target is {@condition fascinated} by the pattern. While it remains {@condition fascinated}, it can't use reactions." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Illusory Creature", @@ -13751,13 +12735,10 @@ "When a creature {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0}, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage of the image's Strikes increases by {@dice 1d4}, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan)." - }, - "x": null, - "no_x": null + } } }, { @@ -13801,8 +12782,6 @@ "Casting illusory disguise counts as setting up a disguise for the {@action Impersonate} use of {@skill Deception}; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to {@skill Deception} checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can {@action Dismiss} this spell." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -13812,8 +12791,7 @@ "level": 3, "entry": "You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and {@ability scent}, and it gains the {@trait auditory} trait." } - ], - "no_x": null + ] } }, { @@ -13871,8 +12849,6 @@ "Any creature that touches the image or uses the {@action Seek} action to examine it can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -13882,8 +12858,7 @@ "level": 5, "entry": "As the 2nd-level version, but the duration is unlimited." } - ], - "no_x": null + ] } }, { @@ -13943,8 +12918,6 @@ "Any creature that touches any part of the image or uses the {@action Seek} action to examine it can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -13954,8 +12927,7 @@ "level": 8, "entry": "As the 6th-level version, and the duration is unlimited." } - ], - "no_x": null + ] } }, { @@ -14009,13 +12981,7 @@ ] }, "In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the {@trait concentrate} and {@trait manipulate} traits. Make a spell attack roll. On a success, the target takes {@damage 10d6} piercing damage and takes a \u201310-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is {@condition immobilized} for 1 round unless it {@action Escape||Escapes}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Implosion", @@ -14065,13 +13031,10 @@ "You crush the target by causing it to collapse in on itself, dealing 75 damage. The first time you {@action Sustain a Spell||Sustain this Spell} each round, you must choose a new target to be subject to the same effect; the same creature can never be targeted more than once with a single casting of this spell. You also can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or one that otherwise lacks a solid form." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by 10." - }, - "x": null, - "no_x": null + } } }, { @@ -14130,8 +13093,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -14141,8 +13102,7 @@ "level": 5, "entry": "Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including {@condition persistent damage}), and {@skill Athletics} +20." } - ], - "no_x": null + ] }, "hasBattleForm": true }, @@ -14195,13 +13155,7 @@ "Your encouragement inspires your ally to succeed at a task.", "This counts as having taken sufficient preparatory actions to {@action Aid} your ally on a skill check of your choice, regardless of the circumstances. When you later use the {@action Aid} reaction, you can roll {@skill Performance} instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in {@skill Performance}, you automatically critically succeed.", "The GM might rule that you can't use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to {@action Sneak} quietly or maintain a disguise)." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Inspire Courage", @@ -14249,13 +13203,7 @@ "entries": [ "You inspire your allies with words or tunes of encouragement.", "You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against {@trait fear} effects." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Inspire Defense", @@ -14303,13 +13251,7 @@ "entries": [ "You inspire your allies to protect themselves more effectively.", "You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's level to physical damage." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Inspire Heroics", @@ -14325,8 +13267,7 @@ "school": "E", "cast": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": { "F": false, @@ -14351,13 +13292,7 @@ "Failure": "Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Invisibility", @@ -14406,15 +13341,12 @@ "Cloaked in illusion, the target becomes {@condition invisible}. This makes it {@condition undetected} to all creatures, though the creatures can attempt to find the target, making it {@condition hidden} to them instead (page 466). If the target uses a {@condition hostile} action, the spell ends after that {@condition hostile} action is completed." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "The spell lasts 1 minute, but it doesn't end if the target uses a {@condition hostile} action." } - ], - "no_x": null + ] } }, { @@ -14454,8 +13386,6 @@ "You become {@condition invisible}, with the same restrictions as the 2nd-level {@spell invisibility} spell." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -14465,8 +13395,7 @@ "level": 8, "entry": "The duration increases to 1 hour." } - ], - "no_x": null + ] } }, { @@ -14516,15 +13445,12 @@ "While exploring, it's easy to move together slowly and remain {@condition invisible}. This is untenable in a battle, however. Once an encounter begins, creatures remain {@condition invisible} until at most the end of the first round, at which point the spell ends." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The duration increases to 1 hour." } - ], - "no_x": null + ] } }, { @@ -14576,8 +13502,6 @@ "Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -14587,8 +13511,7 @@ "level": 3, "entry": "The duration is unlimited." } - ], - "no_x": null + ] } }, { @@ -14644,13 +13567,7 @@ "Critical Failure": "The condition's value is 2. At the start of each of your turns, the target can attempt another Will save, ending the effect on a success." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Jump", @@ -14687,15 +13604,12 @@ "Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, "entry": "The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the {@action Leap} action." } - ], - "no_x": null + ] } }, { @@ -14748,13 +13662,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}, or by {@dice 2d6} if you use 2 or 3 actions." - }, - "x": null, - "no_x": null + } } }, { @@ -14787,13 +13698,7 @@ "dismiss": false, "entries": [ "Accelerated by your ki, you move with such speed you become a blur. Move two times: two {@action Stride||Strides}, two {@action Step||Steps}, or one {@action Stride} and one {@action Step} (in either order). You gain the {@condition concealed} condition during this movement and until the start of your next turn." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Ki Strike", @@ -14827,13 +13732,10 @@ "You focus your ki into magical attacks. Make an unarmed {@action Strike} or {@action Flurry of Blows} (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal {@damage 1d6} extra damage. This damage can be any of the following types of your choice, chosen each time you {@action Strike}: force, lawful (only if you're lawful), negative, or positive." ], "heightened": { - "heightened": true, "plus_x": { "level": 4, "entry": "The extra damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -14882,13 +13784,7 @@ "entries": [ "You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an {@skill Athletics} or a {@skill Thievery} check. You can attempt a {@skill Thievery} check to open the target as part of casting knock, and you add your level even if you're untrained.", "Knock counteracts lock." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Know Direction", @@ -14926,15 +13822,12 @@ "In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location)." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "You can instead know the direction to a familiar location, such as a previous home or a favorite tavern." } - ], - "no_x": null + ] } }, { @@ -14975,13 +13868,7 @@ "dismiss": false, "entries": [ "Use a {@action Recall Knowledge} action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll your check twice and use the better result." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Lay On Hands", @@ -15026,13 +13913,10 @@ "If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal {@dice 1d6} damage and it must attempt a basic Fortitude save; if it fails, it also takes a \u20132 status penalty to AC for 1 round." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The amount of healing increases by 6, and the damage to an undead target increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -15082,12 +13966,6 @@ "You defy gravity and levitate the target 5 feet off the ground.", "For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the {@trait concentrate} trait. A creature floating in the air from levitate takes a \u20132 circumstance penalty to attack rolls. A floating creature can spend an {@action Interact} action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -15125,13 +14003,7 @@ "dismiss": false, "entries": [ "You use some of the spell's magic to heal yourself, regaining {@dice 1d8} Hit Points per level of the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Light", @@ -15183,15 +14055,12 @@ "The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a {@item torch}. If you cast this spell again on a second object, the {@spell light} spell on the first object ends." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet)." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -15239,13 +14108,10 @@ "A bolt of lightning strikes outward from your hand, dealing {@damage 4d12} electricity damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d12}." - }, - "x": null, - "no_x": null + } } }, { @@ -15262,8 +14128,7 @@ "school": "E", "cast": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": { "F": false, @@ -15288,13 +14153,7 @@ "Failure": "The composition lasts 1 round, but you don't spend the Focus Point for casting this spell." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Litany Against Sloth", @@ -15352,13 +14211,7 @@ "Critical Failure": "The target can't use reactions and is {@condition slowed 2}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Litany Against Wrath", @@ -15417,13 +14270,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -15474,13 +14324,10 @@ "The target then becomes temporarily immune to all of your litanies for 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The weakness increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -15538,13 +14385,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -15598,15 +14442,12 @@ "You learn the direction to the target (if you picked a specific object, such as \"my mother's sword\") or the nearest target (if you picked a type of object, such as \"swords\"). If the target is a specific object, you must have {@condition observed} it directly with your own senses. If it's a type of object, you still need to have an accurate mental image of the type of object. If there's lead or running water between you and the target, this spell can't locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target." } - ], - "no_x": null + ] } }, { @@ -15659,15 +14500,12 @@ "If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an {@action Interact} action during which you touch the target. This does not end the spell. You can {@action Dismiss} this spell at any time and from any distance." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, "entry": "The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost." } - ], - "no_x": null + ] } }, { @@ -15709,15 +14547,12 @@ "You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, "entry": "The duration increases to 8 hours." } - ], - "no_x": null + ] } }, { @@ -15735,8 +14570,7 @@ "school": "D", "cast": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": { "F": false, @@ -15761,13 +14595,7 @@ "dismiss": false, "entries": [ "You call upon your muse's deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering {@action Recall Knowledge} skill check twice and use the better result." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Lucky Break", @@ -15807,13 +14635,7 @@ "dismiss": false, "entries": [ "Reroll the saving throw and use the better result. You then become temporarily immune for 10 minutes." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Mage Armor", @@ -15854,8 +14676,6 @@ "You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -15873,8 +14693,7 @@ "level": 10, "entry": "The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -15927,8 +14746,6 @@ "You create a single magical hand, either {@condition invisible} or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you {@action Sustain a Spell||Sustain the Spell}, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -15942,8 +14759,7 @@ "level": 7, "entry": "The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -15999,15 +14815,12 @@ "A caster using {@spell detect magic} or {@spell read aura} of an equal or higher spell level can attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} from magic aura. Magic aura doesn't mask the aura of spells that are 9th level or higher or of items that are 19th level or higher." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, "entry": "You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature's aura appear as if it were under the effect of a spell you know." } - ], - "no_x": null + ] } }, { @@ -16054,13 +14867,7 @@ "dismiss": false, "entries": [ "Choose one of the target's unarmed attacks. You cause that unarmed attack to shine with primal energy. The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it had only one." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Magic Missile", @@ -16106,13 +14913,10 @@ "You send a dart of force streaking toward a creature that you can see. It automatically hits and deals {@damage 1d4+1} force damage. For each additional action you use when {@action Cast a Spell||Casting the Spell}, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "You shoot one additional missile with each action you spend." - }, - "x": null, - "no_x": null + } } }, { @@ -16162,13 +14966,7 @@ "dismiss": false, "entries": [ "You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the {@spell magic mouth} spell ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Magic Weapon", @@ -16217,12 +15015,6 @@ "entries": [ "The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -16275,13 +15067,7 @@ "dismiss": false, "entries": [ "A creature becomes a receptacle for pure magical energy sent by your deity. The target gains a +1 status bonus to saving throws. Each time you {@action Cast a Spell} from your spell slots, you automatically Sustain this Spell and grant its target resistance to damage from spells until the start of your next turn. This resistance is equal to the level of the spell you cast." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Magnificent Mansion", @@ -16332,13 +15118,7 @@ "You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you {@action Cast a Spell||Cast the Spell}, appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it {@condition invisible}. You and the creatures you designated can reopen the door at will, just like opening a physical door.", "Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you {@action Cast a Spell||Cast the Spell}, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes.", "A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the {@spell unseen servant} spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Malignant Sustenance", @@ -16392,13 +15172,10 @@ "This healing comes from negative energy, so it heals the undead rather than damaging it." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The fast healing increases by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -16454,12 +15231,6 @@ } } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -16526,15 +15297,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "You can target up to 5 creatures. If a creature uses a {@condition hostile} action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror." } - ], - "no_x": null + ] } }, { @@ -16590,15 +15358,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 10, "entry": "The spell can affect creatures up to 19th level. Increase the damage to {@dice 10d6} on a success, and to 115 on a failure." } - ], - "no_x": null + ] } }, { @@ -16657,13 +15422,7 @@ "Critical Failure": "The target makes no progress toward escape, and if it was on the right path, it no longer is. Teleportation magic doesn't help the creature escape unless the magic can transport across planes, such as plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Meld Into Stone", @@ -16706,12 +15465,6 @@ "Significant physical damage to the stone while you are inside it expels you and deals {@dice 10d6} damage to you. Passwall expels you without dealing damage and ends meld into stone.", "You can {@action Dismiss} this spell." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -16761,8 +15514,6 @@ "You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the {@condition broken} condition if this repairs it past the item's {@condition Broken} Threshold. You can't replace lost pieces or repair an object that's been completely destroyed." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -16772,8 +15523,7 @@ "level": 3, "entry": "You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -16831,15 +15581,12 @@ "While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, "entry": "The spell's range increases to 500 feet." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -16894,13 +15641,10 @@ "You call down four meteors that explode in a fiery blast. Each meteor deals {@damage 6d10} bludgeoning damage to any creatures in the 10-foot burst at the center of its area of effect before exploding, dealing {@damage 14d6} fire damage to any creatures in its 40-foot burst. The meteors' central 10-foot bursts can't overlap, and a creature takes the same amount of fire damage no matter how many overlapping explosions it's caught in. The saving throw applies to both the bludgeoning and the fire damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The bludgeoning damage increases by {@dice 1d10}, and the fire damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -16953,13 +15697,7 @@ "entries": [ "Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against {@trait mental} effects.", "Mind blank attempts to counteract any detection, {@trait revelation}, and {@trait scrying} effects as if its spell level were 1 higher than its actual level. On a success, the {@trait divination} effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Mind Probe", @@ -17019,13 +15757,7 @@ "Critical Failure": "As failure, and the target takes a \u20134 circumstance penalty to {@skill Deception} checks against your questions." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Mind Reading", @@ -17085,13 +15817,7 @@ "Critical Failure": "As failure, and for the duration of the spell, you can {@action Sustain a Spell||Sustain the Spell} to detect the target's surface thoughts again. The target doesn't receive any additional saves." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Mindlink", @@ -17133,13 +15859,7 @@ "dismiss": false, "entries": [ "You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Miracle", @@ -17182,13 +15902,7 @@ ] }, "The GM might allow you to try using miracle to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Mirror Image", @@ -17230,13 +15944,7 @@ "Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on {@dice 1d4}). With two images remaining, there is a 1 in 3 chance of hitting you (1 \u20132 on {@dice 1d6}). With only one image, the chances are 1 in 2 (1\u20133 on {@dice 1d6})", "Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you.", "Once all the images are destroyed, the spell ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Misdirection", @@ -17286,13 +15994,7 @@ "You reshape the magic aura of one creature or object to resemble that of another. You designate one target as the primary target and the other as the secondary target.", "Effects that would detect auras on the primary target instead detect the same types of auras from the secondary target.", "A creature reading the aura can attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}. You can {@action Dismiss} the spell from up to a mile away." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Mislead", @@ -17333,13 +16035,7 @@ "You turn yourself {@condition invisible} and create an illusory duplicate of yourself. When you {@action Sustain a Spell||Sustain the Spell}, you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment.", "Both the duplicate and your invisibility persist for the spell's duration. Performing a {@condition hostile} action doesn't end mislead's invisibility, just like a 4th-level {@spell invisibility} spell. A creature that determines the duplicate is an illusion doesn't necessarily know you're {@condition invisible}, and one that can see your {@condition invisible} form doesn't necessarily know your duplicate is an illusion.", "If you {@action Cast a Spell}, attack, or otherwise interact with another creature, as a part of that action you can attempt a {@skill Deception} check against observers' {@skill Perception} DCs to convince them your duplicate used that action. This doesn't fool anyone who's aware your duplicate is an illusion, nor does it work if the attack obviously couldn't have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your {@skill Deception} check would automatically fail." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Modify Memory", @@ -17398,15 +16094,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze." } - ], - "no_x": null + ] } }, { @@ -17451,13 +16144,7 @@ "entries": [ "The targets experience a day's worth of recovery in an instant.", "Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Monstrosity Form", @@ -17513,15 +16200,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and {@skill Athletics} +33." } - ], - "no_x": null + ] }, "hasBattleForm": true }, @@ -17574,8 +16258,6 @@ "If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -17585,8 +16267,7 @@ "level": 10, "entry": "The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice." } - ], - "no_x": null + ] } }, { @@ -17644,13 +16325,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The ray's damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -17701,13 +16379,7 @@ "dismiss": false, "entries": [ "The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. The spell otherwise functions at its actual level. Once the target casts the spell, mystic beacon ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Nature Incarnate", @@ -17760,12 +16432,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "hasBattleForm": true }, { @@ -17809,13 +16475,10 @@ "You choose the specific type of food. A creature can consume the food with an {@action Interact} action to regain {@dice 3d10+12} Hit Points and be nourished as if it had eaten a meal. If uneaten, the food rots and crumbles to dust after 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The Hit Points restored increase by 6." - }, - "x": null, - "no_x": null + } } }, { @@ -17878,13 +16541,7 @@ }, "Furthermore, animal or plant creatures become {@condition hostile} to it, even one with a strong bond to the target, such as an animal companion.", "The GM might decide that you can't subject some creatures, such as an emissary of a nature deity, to the ire of nature." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Negate Aroma", @@ -17933,15 +16590,12 @@ "The target loses its odor, preventing creatures from passively noticing its presence via smell alone, even if the creatures have precise or imprecise {@ability scent}. A creature attempting a {@skill Perception} check to {@action Seek} with {@ability scent} and other senses might notice the lack of natural {@ability scent}. If the target has any abilities that result from its smell, such as an overpowering {@ability scent}, those abilities are also negated." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The range increases to 30 feet, and you can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -17985,13 +16639,7 @@ "dismiss": false, "entries": [ "You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Nightmare", @@ -18050,13 +16698,7 @@ "Critical Failure": "The target experiences the nightmares, awakens {@condition fatigued}, and is {@condition drained 2} until it is no longer {@condition fatigued}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Nondetection", @@ -18106,13 +16748,7 @@ "dismiss": false, "entries": [ "You erect protective wards that make the target difficult to detect via magic. Nondetection attempts to counteract all detection, revelation, and scrying divinations made against the target or the target's gear throughout the duration, counting cantrips as 1st-level spells for this purpose. Successfully counteracting a divination that targets an area or multiple targets negates the effects only for nondetection's target." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Obscuring Mist", @@ -18166,12 +16802,6 @@ "entries": [ "You call forth a cloud of mist. All creatures within the mist become {@condition concealed}, and all creatures outside the mist become {@condition concealed} to creatures within it. You can {@action Dismiss} the cloud." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -18230,13 +16860,7 @@ "Critical Failure": "As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Overstuff", @@ -18291,13 +16915,7 @@ "Critical Failure": "The target is {@condition sickened 2}. A target {@condition sickened} by this spell takes a \u201310-foot status penalty to its Speed until it's no longer {@condition sickened}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Overwhelming Presence", @@ -18357,13 +16975,7 @@ "Critical Failure": "As failure, and the target must spend all its actions paying tribute if possible. Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is {@condition fascinated} by you and can't use {@condition hostile} actions against you. The target is then temporarily immune for 1 minute." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Paralyze", @@ -18424,15 +17036,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "You can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -18493,15 +17102,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "You can target up to 5 creatures." } - ], - "no_x": null + ] } }, { @@ -18542,8 +17148,6 @@ "You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to {@action Track} you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one {@spell pass without trace} spell at a time." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -18553,8 +17157,7 @@ "level": 4, "entry": "The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area." } - ], - "no_x": null + ] } }, { @@ -18611,15 +17214,12 @@ "You create a visible tunnel through the wall in the chosen area, replacing the area with empty space. If the wall is thicker than 10 feet, the tunnel ends 10 feet in. Even a small layer of metal in the wall prevents this spell from functioning. This spell doesn't reduce the integrity of the structure. When the spell ends, anyone inside the tunnel is shunted to the nearest exit." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel's entrance appear completely normal (unless viewed with true seeing or a similar effect), despite the tunnel's existence. The tunnel's entrance functions as a solid wall, but you can specify a password or a trigger (page 305), allowing creatures to enter the tunnel freely." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -18663,13 +17263,7 @@ "dismiss": false, "entries": [ "Reroll the saving throw and use the better result." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Perfected Mind", @@ -18706,13 +17300,7 @@ "dismiss": false, "entries": [ "You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one {@trait mental} effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the {@trait mental} effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Pest Form", @@ -18765,15 +17353,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet." } - ], - "no_x": null + ] }, "hasBattleForm": true }, @@ -18826,13 +17411,10 @@ "A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals {@damage 11d6} mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also {@condition stunned} for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and recovers from the {@condition stunned} condition." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -18891,13 +17473,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6} on a failure and by {@dice 3d6} on a critical failure." - }, - "x": null, - "no_x": null + } } }, { @@ -18958,13 +17537,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d4} and the {@condition persistent damage} by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -19016,8 +17592,6 @@ "The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If it's reduced to 0 Hit Points, it disappears and the spell ends. The steed has a Speed of 40 feet and can hold its rider's body weight, plus 20 Bulk." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -19031,8 +17605,7 @@ "level": 6, "entry": "The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural {@quickref difficult terrain||3|terrain}." } - ], - "no_x": null + ] } }, { @@ -19078,13 +17651,7 @@ "dismiss": false, "entries": [ "You temporarily improve the target's physique. The target gains a +2 status bonus to the next {@skill Acrobatics} check, {@skill Athletics} check, Fortitude save, or Reflex save it attempts." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Plane Shift", @@ -19133,12 +17700,6 @@ "You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks.", "The spell is highly imprecise, and you appear {@dice 1d20}×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -19198,15 +17759,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and {@skill Athletics} +22." } - ], - "no_x": null + ] }, "hasBattleForm": true }, @@ -19261,13 +17819,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -19318,13 +17873,10 @@ "When you cast {@spell positive luminance}, any other {@spell positive luminance} spell you already had in effect ends." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -19388,15 +17940,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "The duration is 10 minutes, and you can physically enter the creature's body, protecting your physical body while the spell lasts." } - ], - "no_x": null + ] } }, { @@ -19465,13 +18014,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The levels at which each outcome applies increase by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -19541,15 +18087,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 10, "entry": "The levels at which each outcome applies increase by 2." } - ], - "no_x": null + ] } }, { @@ -19618,13 +18161,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The levels at which each outcome applies increase by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -19678,15 +18218,12 @@ "This change is clearly magical and temporary, so the item's monetary value doesn't change; you couldn't transmute copper coins to gold and use those coins to purchase something or as a cost for a spell." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "Add {@item adamantine} and {@item mithral} to the list of metals you can transform the item into." } - ], - "no_x": null + ] } }, { @@ -19748,12 +18285,6 @@ "You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.", "Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you {@action Sustain a Spell||Sustain the Spell}." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -19816,12 +18347,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "hasBattleForm": true }, { @@ -19866,13 +18391,7 @@ ] }, "At the GM's discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Primal Summons", @@ -19888,8 +18407,7 @@ "school": "C", "cast": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": { "F": false, @@ -19914,13 +18432,7 @@ "{@bold Water} The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a {@action Shove} (ignoring multiple attack penalty), and gains resistance 5 to fire." ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Prismatic Sphere", @@ -19967,13 +18479,7 @@ "dismiss": false, "entries": [ "You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Prismatic Spray", @@ -20080,13 +18586,7 @@ ] ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Prismatic Wall", @@ -20138,13 +18638,7 @@ "A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level {@spell chromatic wall} (page 323) spell of that color, and the others have the effect of a 7th-level {@spell chromatic wall} spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall.", "The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls.", "The wall as a whole is immune to counteracting effects of the wall's level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is counteracted. Counteracting a color wall removes that color's effect from the wall, and counteracting them all ends prismatic wall. You can {@action Dismiss} the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Private Sanctum", @@ -20198,13 +18692,7 @@ "dismiss": false, "entries": [ "From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. {@spell Scrying} spells can't perceive any stimuli from the area, and mind-reading effects don't work in the area." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Produce Flame", @@ -20250,13 +18738,10 @@ "A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal {@damage 1d4} fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and {@damage 1d4} {@condition persistent damage ||persistent fire damage}." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by {@dice 1d4} and the {@condition persistent damage} on a critical hit by {@dice 1d4}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -20309,13 +18794,10 @@ "You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you {@action Cast a Spell} other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The maximum duration you can {@action Sustain a Spell||Sustain the Spell} increases to 10 minutes." - }, - "x": null, - "no_x": null + } } }, { @@ -20366,13 +18848,7 @@ "You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell.", "The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment.", "This spell gains the trait that opposes the alignment you chose\u2014if you choose chaos, this spell gains the {@trait lawful} trait, and vice versa; if you choose evil, this spell gains the {@trait good} trait, and vice versa." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Protective Ward", @@ -20415,13 +18891,7 @@ "dismiss": false, "entries": [ "You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to AC. Each time you {@action Sustain a Spell||Sustain the Spell}, the emanation's radius increases by 5 feet, to a maximum of 30 feet." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Protector's Sacrifice", @@ -20470,13 +18940,10 @@ "You aren't subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects even if you redirect all of the triggering damage to yourself." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage you redirect increases by 3." - }, - "x": null, - "no_x": null + } } }, { @@ -20527,13 +18994,10 @@ "A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The resistance increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -20584,13 +19048,7 @@ "entries": [ "You create an {@condition invisible}, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you.", "The first time you {@action Sustain a Spell||Sustain the Spell} each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt {@action Seek} actions through the eye if you want to attempt {@skill Perception} checks with it. Any damage dealt to the eye destroys it and ends the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Pulse Of The City", @@ -20646,15 +19104,12 @@ "Pulse of the city reveals only publicly available or observable information. You never learn clandestine movements or other details people are specifically trying to hide. The spell is also notoriously bad at overcoming magic meant to avoid detection; it automatically fails to reveal information about events involving creatures, places, or objects affected by spells that could prevent or counteract pulse of the city (such as nondetection)." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The range increases to 100 miles." } - ], - "no_x": null + ] } }, { @@ -20709,12 +19164,6 @@ "Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is {@quickref greater difficult terrain||3|terrain} for Flying creatures, and {@quickref difficult terrain||3|terrain} for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen.", "The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are {@quickref greater difficult terrain||3|terrain}, and a creature attempting to push through must succeed at an {@skill Athletics} check or {@skill Acrobatics} check to {@action Maneuver in Flight} against your spell DC to get through. A creature that fails ends its current action but can try again." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -20759,13 +19208,7 @@ "dismiss": false, "entries": [ "You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn't prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Purple Worm Sting", @@ -20825,8 +19268,6 @@ "poison" ], "level": 11, - "note": null, - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -20846,13 +19287,7 @@ } ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Pushing Gust", @@ -20908,13 +19343,7 @@ "Critical Failure": "The target is pushed 10 feet away from you and knocked {@condition prone}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Quivering Palm", @@ -20964,13 +19393,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by 10 on a failure, or 5 on a success." - }, - "x": null, - "no_x": null + } } }, { @@ -21020,8 +19446,6 @@ "The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, @@ -21039,8 +19463,7 @@ "level": 10, "entry": "The maximum level the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp." } - ], - "no_x": null + ] } }, { @@ -21100,13 +19523,7 @@ "Critical Failure": "The target becomes {@condition enfeebled 3}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Ray Of Frost", @@ -21159,13 +19576,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -21215,8 +19629,6 @@ "If the object is illusory, you detect this only if the effect's level is lower than the level of your {@spell read aura} spell." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -21226,8 +19638,7 @@ "level": 6, "entry": "You can target any number of objects." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -21279,13 +19690,7 @@ "entries": [ "You attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring.", "You learn a single enigmatic word connected to the creature's fate in that time frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC {@flatDC 6} flat check. If the creature's fate is too uncertain, or on a failed flat check, the spell yields the word \"inconclusive.\" Either way, the creature is then temporarily immune for 24 hours." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Read Omens", @@ -21322,13 +19727,7 @@ "dismiss": false, "entries": [ "You peek into the future. Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Rebuke Death", @@ -21377,13 +19776,10 @@ "You snatch creatures from the jaws of death. You can spend 1 to 3 actions {@action Cast a Spell||Casting this Spell}, and you can target a number of creatures equal to the actions spent. Each target regains {@dice 3d6} Hit Points. If the target had the {@condition dying} condition, coming back from {@condition dying} due to this healing doesn't increase its {@condition wounded} condition." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the healing by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -21436,15 +19832,12 @@ "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": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "The regeneration increases to 20." } - ], - "no_x": null + ] } }, { @@ -21492,12 +19885,6 @@ "You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. Additionally, the material component must be a remnant of the item, no matter how small or insignificant (even a speck of dust that remains from {@spell disintegrate} is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power.", "The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form. If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses. An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -21544,13 +19931,7 @@ "dismiss": false, "entries": [ "Your touch grants a reprieve to a cursed creature. You attempt to counteract one curse afflicting the target. If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn't remove the curse from the item." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Remove Disease", @@ -21594,13 +19975,7 @@ "dismiss": false, "entries": [ "Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Remove Fear", @@ -21646,15 +20021,12 @@ "This frees only the target, not any other creatures under the {@trait fear} effect." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "The spell's range increases to 30 feet, and you can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -21701,15 +20073,12 @@ "A surge of energy frees a {@condition paralyzed} creature. You can attempt to counteract a single effect imposing the {@condition paralyzed} condition on the target. This does not cure someone who is {@condition paralyzed} from some natural state or effect, such as paralysis caused by non-magical wounds or toxins." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "The spell's range increases to 30 feet, and you can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -21768,13 +20137,7 @@ "Failure": "The creature can't move closer to you within the area." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Resilient Sphere", @@ -21831,13 +20194,7 @@ "Failure": "The sphere has its normal effect." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Resist Energy", @@ -21888,8 +20245,6 @@ "A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -21899,8 +20254,7 @@ "level": 7, "entry": "The resistance increases to 15, and you can target up to five creatures." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -21953,13 +20307,7 @@ "You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While {@action Cast a Spell||Casting the Spell}, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create {@trait magical} effects, but magical devices brought into the mansion function normally.", "Your mansion contains the same types and quantities of foodstuffs and servants as created by the {@spell magnificent mansion} spell.", "Each of the mansion's exterior doorways and windows are protected by {@spell alarm} spells. You choose whether each alarm is audible or mental as you {@action Cast a Spell||Cast the Spell}, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Restoration", @@ -22013,8 +20361,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -22024,8 +20370,7 @@ "level": 6, "entry": "As the 4th-level {@spell restoration}, but you can reduce a permanent {@condition doomed} condition if you add a spellcasting action and a material component while {@action Cast a Spell||Casting the Spell}, during which you provide 100 gp worth of diamond dust as a cost." } - ], - "no_x": null + ] } }, { @@ -22072,15 +20417,12 @@ "You attempt to counteract a single effect imposing the {@condition blinded} or {@condition deafened} conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature." } - ], - "no_x": null + ] } }, { @@ -22131,13 +20473,7 @@ "dismiss": false, "entries": [ "You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Retrocognition", @@ -22179,8 +20515,6 @@ "Retrocognition reveals psychic impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute, and so on. These echoes don't play out like a vision but instead reveal impressions of emotions and metaphors that provide cryptic clues and details of the past. If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of at least 30 and possibly as much as 50, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, @@ -22190,8 +20524,7 @@ "level": 9, "entry": "You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events." } - ], - "no_x": null + ] } }, { @@ -22246,13 +20579,7 @@ "entries": [ "You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to {@action Grab an Edge} to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity.", "When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Revival", @@ -22301,13 +20628,7 @@ "dismiss": false, "entries": [ "A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain {@dice 10d8+40} Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as raise dead (page 362). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by {@spell disintegrate} or a {@trait death} effect. It has no effect on undead." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Righteous Might", @@ -22362,15 +20683,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "Your battle form is Large, and your attacks have 10-foot reach, or 15-foot reach if your deity's favored weapon has reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, resistance 4 against physical damage, attack modifier +28, damage bonus +15 (+12 for a ranged attack), and {@skill Athletics} +29." } - ], - "no_x": null + ] }, "hasBattleForm": true }, @@ -22424,13 +20742,7 @@ "You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope.", "The entrance to the space can't be seen, and it can be pinpointed only by the presence of the rope. The rope can't be removed or {@condition hidden}, though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an {@skill Athletics} check against the spell's DC, or destroying the rope. The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own.", "If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in {@dice 1d4} rounds, depositing the creatures within safely on the ground below." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Safeguard Secret", @@ -22483,13 +20795,7 @@ "entries": [ "You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you {@action Cast a Spell||Cast the Spell}. The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically {@skill Deception} checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it.", "If you {@action Cast a Spell||Cast this Spell} again, any previous safeguard secret you had cast ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Sanctified Ground", @@ -22536,13 +20842,7 @@ "dismiss": false, "entries": [ "You sanctify the area, sprinkling it with holy water and warding it against your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Sanctuary", @@ -22598,13 +20898,7 @@ "Critical Failure": "The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Savor The Sting", @@ -22663,13 +20957,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The initial damage increases by {@dice 1d4} and the {@condition persistent damage} increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -22710,13 +21001,7 @@ "dismiss": false, "entries": [ "Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Scintillating Pattern", @@ -22780,13 +21065,7 @@ "Critical Failure": "The creature is {@condition stunned} for {@dice 1d4} rounds. After the {@condition stunned} condition ends, the creature is {@condition confused} for the remaining duration of the spell." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Scrying", @@ -22848,13 +21127,7 @@ "Critical Failure": "The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Searing Light", @@ -22909,13 +21182,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The fire damage increases by {@dice 2d6}, and the good damage against fiends and undead increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -22968,13 +21238,7 @@ "dismiss": false, "entries": [ "You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you {@action Cast a Spell||Cast the Spell}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "See Invisibility", @@ -23017,15 +21281,12 @@ "You can see {@condition invisible} creatures and objects. They appear to you as translucent shapes, and they are {@condition concealed} to you." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The spell has a duration of 8 hours." } - ], - "no_x": null + ] } }, { @@ -23070,13 +21331,7 @@ "dismiss": false, "entries": [ "You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shadow Blast", @@ -23127,13 +21382,10 @@ "You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals {@dice 5d8} damage of the type you chose to each creature in the area." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -23179,13 +21431,7 @@ "dismiss": false, "entries": [ "Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage. but the spell otherwise works as normal. Treat shadow siphon's counteract level as 2 higher for this attempt." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shadow Walk", @@ -23236,13 +21482,7 @@ "dismiss": true, "entries": [ "You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can {@action Dismiss} the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and {@action Dismiss} the spell at the same point on the Plane of Shadow appear together)." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shape Stone", @@ -23294,12 +21534,6 @@ } } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -23344,13 +21578,7 @@ "dismiss": false, "entries": [ "You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shapechange", @@ -23390,13 +21618,7 @@ "dismiss": true, "entries": [ "Harnessing your mastery of transformative magic, you take on a mutable form. You transform yourself into any form you could choose with a polymorph spell in your spell repertoire or that you could prepare of 8th level or lower (including any 8th-level or lower heightened versions of spells you know). You choose the type of creature as you {@action Cast a Spell||Cast the Spell} rather than when you prepare it. You can change your form to any other form you could choose with this spell by using a single action, which has the {@trait concentrate} trait. You can {@action Dismiss} this spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shared Nightmare", @@ -23459,13 +21681,7 @@ "Critical Failure": "The target is {@condition confused} for 1 minute." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shatter", @@ -23510,13 +21726,10 @@ "A high-frequency sonic attack shatters a nearby object. You deal {@damage 2d10} sonic damage to the object, ignoring the object's Hardness if it is 4 or lower." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d10}, and the Hardness the spell ignores increases by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -23558,12 +21771,10 @@ "dismiss": false, "entries": [ "You raise a magical shield of force. This counts as using the {@action Raise a Shield} action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.", - "While the spell is in effect, you can use the {@feat Shield Block} reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use {@feat Shield Block}, the spell ends and you can't cast it again for 10 minutes. Unlike a normal {@feat Shield Block}, you can use the spell's reaction against the {@spell magic missile} spell.", + "While the spell is in effect, you can use the {@feat Shield Block} reaction with your magic shield. The shield has Hardness 5. After you use {@feat Shield Block}, the spell ends and you can't cast it again for 10 minutes. Unlike a normal {@feat Shield Block}, you can use the spell's reaction against the {@spell magic missile} spell.", "Heightening the spell increases the shield's Hardness." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -23581,8 +21792,7 @@ "level": 9, "entry": "The shield has Hardness 25." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -23632,13 +21842,7 @@ "dismiss": false, "entries": [ "You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shifting Form", @@ -23686,13 +21890,7 @@ "You gain {@ability scent} 60 feet (imprecise)." ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shillelagh", @@ -23739,13 +21937,7 @@ "dismiss": false, "entries": [ "The target grows vines and leaves, brimming with primal energy. The target becomes a +1 striking weapon while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead increase the number of weapon damage dice to three." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shocking Grasp", @@ -23791,13 +21983,10 @@ "You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes {@damage 2d12} electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes {@damage 1d4} {@condition persistent damage ||persistent electricity damage} on a hit. On a critical hit, double the initial damage, but not the {@condition persistent damage}." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d12}, and the {@condition persistent damage ||persistent electricity damage} increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -23848,15 +22037,12 @@ "You warp space to make a creature smaller. The target shrinks to become Tiny in size. Its equipment shrinks with it but returns to its original size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "The spell can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -23905,13 +22091,7 @@ "dismiss": true, "entries": [ "You shrink the target to roughly the size of a coin. This reduces it to negligible Bulk. You can {@action Dismiss} the spell, and the spell ends if you toss the object onto a solid surface. The object can't be used to attack or cause damage during the process of it returning to normal size. If there isn't room for the object to return to normal size when the spell ends, the spell's duration continues until the object is in a location large enough to accommodate its normal size." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Sigil", @@ -23962,8 +22142,6 @@ "You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or {@condition invisible}, and you can change it from one state to another by using an {@action Interact} action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -23977,8 +22155,7 @@ "level": 7, "entry": "The sigil never fades." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -24031,15 +22208,12 @@ "The target makes no sound, preventing creatures from noticing it using hearing or other senses alone. The target can't use sonic attacks, nor can it use actions with the {@trait auditory} trait. This prevents it from casting spells that include verbal components." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "The spell effect emanates from the touched creature, silencing all sound in or passing through a 10-foot radius and preventing any {@trait auditory} and {@trait sonic} effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example)." } - ], - "no_x": null + ] } }, { @@ -24102,15 +22276,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "The creatures fall {@condition unconscious} for 1 round on a failure or 1 minute on a critical failure. They fall {@condition prone} and release what they're holding, and they can't attempt {@skill Perception} checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up." } - ], - "no_x": null + ] } }, { @@ -24171,15 +22342,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "You can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -24234,12 +22402,6 @@ "entries": [ "You conjure a bank of fog so thick it impedes movement as well as sight. This functions as {@spell obscuring mist}, except that the area is also {@quickref difficult terrain||3|terrain}. You can {@action Dismiss} the spell." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -24293,13 +22455,10 @@ "You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains {@dice 1d10+4} Hit Points when you {@action Cast a Spell||Cast the Spell} and gains a +2 status bonus to saves against {@trait mental} effects for the duration." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The amount of healing increases by {@dice 1d10+4}." - }, - "x": null, - "no_x": null + } } }, { @@ -24354,13 +22513,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "When used to heal, soothing ballad restores {@dice 1d8} more Hit Points." - }, - "x": null, - "no_x": null + } } }, { @@ -24416,15 +22572,12 @@ "In addition, when you {@action Cast a Spell||Cast this Spell}, you can attempt to counteract one {@trait emotion} effect on the target." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The bonus to saves increases to +2, or +3 against {@trait emotion} effects." } - ], - "no_x": null + ] } }, { @@ -24486,13 +22639,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d10}." - }, - "x": null, - "no_x": null + } } }, { @@ -24531,13 +22681,7 @@ "dismiss": false, "entries": [ "You can ask questions of, receive answers from, and use the {@skill Diplomacy} skill with animals. The spell doesn't make them more {@condition friendly} than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Speak With Plants", @@ -24577,13 +22721,7 @@ "entries": [ "You can ask questions of and receive answers from plants, but the spell doesn't make them more {@condition friendly} or intelligent than normal. Most normal plants have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity.", "Cunning plant monsters are likely to be terse and evasive, while less intelligent ones often make inane comments." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Spectral Hand", @@ -24630,13 +22768,7 @@ "entries": [ "You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you {@action Cast a Spell} with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you.", "When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take {@dice 1d6} damage." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Spell Immunity", @@ -24685,12 +22817,6 @@ "entries": [ "You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -24734,13 +22860,7 @@ "This abjuration reflects spells cast at you back at their caster.", "When a spell targets you, you can spend a reaction to attempt to reflect it. This uses the rules for counteracting the spell, but if the spell is successfully counteracted, the effect is turned back on the caster. Whether or not the counteract attempt is successful, spell turning then ends. Spell turning can't affect spells that aren't targeted (such as area spells)", "If spell turning reflects a spell back at a caster who is also under the effect of spell turning, their spell turning can attempt to reflect their own spell back at you again; if they do so, their counteract attempt automatically succeeds." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Spellwrack", @@ -24795,13 +22915,7 @@ "Critical Failure": "As failure, but the {@condition persistent damage ||persistent force damage} is {@dice 4d12}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Spider Climb", @@ -24850,15 +22964,12 @@ "Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The duration increases to 1 hour." } - ], - "no_x": null + ] } }, { @@ -24919,8 +23030,6 @@ "poison" ], "level": 1, - "note": null, - "onset": null, "maxDuration": "4 rounds", "stages": [ { @@ -24935,13 +23044,7 @@ } ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Spirit Blast", @@ -24987,13 +23090,10 @@ "You concentrate ethereal energy and attack a creature's spirit, dealing {@damage 16d6} force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -25045,13 +23145,10 @@ "This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can {@action Dismiss} this spell, and if you're ever at 0 Hit Points, spirit link ends automatically." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The number of Hit Points transferred each time increases by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -25096,13 +23193,10 @@ "Possessed creatures aren't harmed by the song. The song doesn't harm creatures that have no spirit, such as constructs." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -25161,13 +23255,7 @@ "Critical Failure": "The target is {@condition enfeebled 3} and {@condition stupefied 3} for 1 minute and {@condition enfeebled 2} and {@condition stupefied 2} permanently." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Spiritual Guardian", @@ -25219,13 +23307,10 @@ "The guardian takes up space and allies can use it when flanking, but it doesn't have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance. The guardian can't make any attack other than its {@action Strike}, and feats or spells that affect weapons or enhance allies do not apply to the guardian." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The guardian's damage increases by {@dice 1d8}, and its Hit Points increase by 20." - }, - "x": null, - "no_x": null + } } }, { @@ -25278,13 +23363,10 @@ "The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its {@action Strike}, and feats or spells that affect weapons do not apply to it." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The weapon's damage increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -25384,13 +23466,7 @@ ] ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Stabilize", @@ -25434,13 +23510,7 @@ "dismiss": false, "entries": [ "Positive energy shuts death's door. The target loses the {@condition dying} condition, though it remains {@condition unconscious} at 0 Hit Points." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Status", @@ -25491,15 +23561,12 @@ "As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target's direction from you, distance from you, and any conditions affecting it." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "The spell's range increases to 30 feet, and you can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -25563,13 +23630,7 @@ "Critical Failure": "The creature is {@condition sickened 2} and {@condition slowed 1} until it leaves the cloud." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Stone Tell", @@ -25611,12 +23672,6 @@ "entries": [ "You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is {@condition concealed} beneath or behind them." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -25663,12 +23718,6 @@ "entries": [ "Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a {@condition petrified} creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -25721,8 +23770,6 @@ "The target's skin hardens like stone. It gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -25736,8 +23783,7 @@ "level": 10, "entry": "The resistance increases to 20." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -25798,13 +23844,7 @@ }, "Ranged attacks take a \u20134 circumstance penalty, and all flying is against the wind and counts as moving through {@quickref difficult terrain||3|terrain}.", "In addition, once per round you can use a single action, which has the {@trait concentrate} and {@trait manipulate} traits, to call down a bolt of lightning, striking any target in range that you can see. You deal {@damage 10d6} electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also {@condition deafened} for 1 round." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Storm Of Vengeance", @@ -25871,15 +23911,12 @@ "A creature that succeeds is temporarily immune to thunderclaps from storm of vengeance for 1 hour." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 10, "entry": "The range increases to 2,200 feet, and the cloud is a 1,000-foot burst." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -25923,15 +23960,12 @@ "Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "When you fly using stormwind flight, you don't count flying against the wind as {@quickref difficult terrain||3|terrain}." } - ], - "no_x": null + ] } }, { @@ -25994,15 +24028,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "You can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -26048,13 +24079,7 @@ "dismiss": false, "entries": [ "You swiftly move from a dangerous spot and veil yourself. You {@action Step} and become {@condition concealed}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Suggestion", @@ -26116,15 +24141,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "You can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -26174,8 +24196,6 @@ "Heightening the spell increases the maximum level of creature you can summon." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -26213,8 +24233,7 @@ "level": 10, "entry": "{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=Animal}" } - ], - "no_x": null + ] }, "summoning": true }, @@ -26263,8 +24282,6 @@ "You conjure a celestial to fight on your behalf. This works like {@spell summon animal}, except you summon a common creature that has the {@trait celestial} trait and whose level is {@filter 5 or lower|bestiary||Level=[-1;5]|Rarity=Common|Creature Type=Celestial}. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -26286,8 +24303,7 @@ "level": 10, "entry": "{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=Celestial}" } - ], - "no_x": null + ] }, "summoning": true }, @@ -26336,8 +24352,6 @@ "You conjure a construct to fight for you. This works like {@spell summon animal}, except you summon a common creature that has the {@trait construct} trait and whose level is {@filter \u20131|bestiary||Level=[-1;-1]|Rarity=Common|Creature Type=Construct}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -26375,8 +24389,7 @@ "level": 10, "entry": "{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=Construct}" } - ], - "no_x": null + ] }, "summoning": true }, @@ -26425,8 +24438,6 @@ "You conjure a dragon to fight for you. This works like {@spell summon animal}, except you summon a common creature that has the {@trait dragon} trait and whose level is {@filter 5 or lower|bestiary||Level=[-1;5]|Rarity=Common|Creature Type=Dragon}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -26448,8 +24459,7 @@ "level": 10, "entry": "{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=Dragon}" } - ], - "no_x": null + ] }, "summoning": true }, @@ -26499,8 +24509,6 @@ "You conjure an elemental to fight for you. This works like {@spell summon animal}, except you summon a common creature that has the {@trait elemental} trait and whose level is {@filter 1 or lower|bestiary||Level=[-1;1]|Rarity=Common|Creature Type=Elemental}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -26534,8 +24542,7 @@ "level": 10, "entry": "{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=Elemental}" } - ], - "no_x": null + ] }, "summoning": true, "spellLists": [ @@ -26587,8 +24594,6 @@ "You conjure an aberration to fight for you. This works like {@spell summon animal}, except you summon a common creature that has the {@trait aberration} trait and whose level is {@filter 5 or lower|bestiary||Level=[-1;5]|Rarity=Common|Creature Type=aberration}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -26610,8 +24615,7 @@ "level": 10, "entry": "{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=aberration}" } - ], - "no_x": null + ] }, "summoning": true }, @@ -26661,8 +24665,6 @@ "You conjure a fey to fight for you. This works like {@spell summon animal}, except you summon a common creature that has the {@trait fey} trait and whose level is {@filter \u20131|bestiary||Level=[-1;-1]|Rarity=Common|Creature Type=Fey}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -26700,8 +24702,7 @@ "level": 10, "entry": "{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=Fey}" } - ], - "no_x": null + ] }, "summoning": true }, @@ -26750,8 +24751,6 @@ "You conjure a fiend to fight on your behalf. This works like {@spell summon animal}, except you summon a common creature that has the {@trait fiend} trait and whose level is {@filter 5 or lower|bestiary||Level=[-1;5]|Rarity=Common|Creature Type=fiend}. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -26773,8 +24772,7 @@ "level": 10, "entry": "{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=fiend}" } - ], - "no_x": null + ] }, "summoning": true }, @@ -26823,8 +24821,6 @@ "You conjure a giant to fight for you. This works like {@spell summon animal}, except you summon a common creature that has the {@trait giant} trait and whose level is {@filter 5 or lower|bestiary||Level=[-1;5]|Rarity=Common|Creature Type=giant}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -26846,8 +24842,7 @@ "level": 10, "entry": "{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=giant}" } - ], - "no_x": null + ] }, "summoning": true, "spellLists": [ @@ -26899,8 +24894,6 @@ "You conjure a plant or fungus to fight for you. This works like {@spell summon animal}, except you summon a common creature that has the {@trait plant} or {@trait fungus} trait and whose level is {@filter \u20131|bestiary||Level=[-1;-1]|Rarity=Common|Creature Type=Plant;Fungus}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -26938,8 +24931,7 @@ "level": 10, "entry": "{@filter Level 15.|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=Plant;Fungus}" } - ], - "no_x": null + ] }, "summoning": true }, @@ -27003,13 +24995,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The fire damage increases by {@dice 1d10}, and the positive damage against undead increases by {@dice 1d10}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -27067,13 +25056,10 @@ "Ground in the area turns swampy and fetid. The area is {@quickref difficult terrain||3|terrain}. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don't function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals {@damage 1d6} poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to {@action Cast a Spell||Cast the Spell}. For each additional action, increase the burst's radius by 5 feet." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d6}, and the initial radius increases by 5 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -27137,13 +25123,7 @@ ] }, "If you {@action Cast a Spell||Cast this Spell} again, the effects of any previous sweet dream you cast end." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Synaptic Pulse", @@ -27206,13 +25186,7 @@ "Critical Failure": "The creature is {@condition stunned} for 1 round." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Synesthesia", @@ -27279,15 +25253,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "You can target up to five creatures." } - ], - "no_x": null + ] } }, { @@ -27345,15 +25316,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "You can attempt to progress any number of the target's eligible afflictions and {@condition persistent damage ||persistent poison damage}." } - ], - "no_x": null + ] } }, { @@ -27413,13 +25381,7 @@ "Critical Failure": "As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a \u20132 status penalty to {@skill Deception} checks to deceive or mislead you." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Tanglefoot", @@ -27473,8 +25435,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -27484,8 +25444,7 @@ "level": 4, "entry": "The effects last for 1 minute." } - ], - "no_x": null + ] } }, { @@ -27538,13 +25497,7 @@ "dismiss": false, "entries": [ "Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a \u201310-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the {@trait concentrate} trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target. If the attack succeeds, the vine pulls the target into the creepers and makes it {@condition immobilized} for 1 round or until the creature {@action Escape||Escapes} (against your spell DC), whichever comes first." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Telekinetic Haul", @@ -27591,13 +25544,7 @@ "dismiss": false, "entries": [ "You move the target up to 20 feet, potentially suspending it in midair. When you {@action Sustain a Spell||Sustain the Spell}, you can do so again, or you can choose a different eligible target to move." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Telekinetic Maneuver", @@ -27641,13 +25588,7 @@ "dismiss": false, "entries": [ "With a rush of telekinetic power, you move a foe or something they carry. You can attempt to {@action Disarm}, {@action Shove}, or {@action Trip} the target using a spell attack roll instead of an {@skill Athletics} check." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Telekinetic Projectile", @@ -27700,13 +25641,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -27757,13 +25695,7 @@ "dismiss": false, "entries": [ "The targets can communicate telepathically with any or all of the other targets from any point on the same planet." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Telepathic Demand", @@ -27815,13 +25747,7 @@ "dismiss": false, "entries": [ "You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of suggestion (page 374), with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the {@spell telepathy} spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Telepathy", @@ -27864,15 +25790,12 @@ "You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate only with creatures that share a language with you." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "Telepathy loses the {@trait linguistic} trait. You can communicate telepathically with creatures using shared mental imagery even if you don't share a language." } - ], - "no_x": null + ] } }, { @@ -27920,8 +25843,6 @@ "You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, @@ -27939,8 +25860,7 @@ "level": 10, "entry": "As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -27989,13 +25909,10 @@ "You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals {@damage 1d12} electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is {@condition clumsy 2} for 1 round and takes 1 {@condition persistent damage ||persistent electricity damage}." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The initial damage increases by {@dice 1d12}, and the {@condition persistent damage ||persistent electricity damage} on a failure increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -28047,15 +25964,12 @@ "If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don't expend the Focus Point for {@action Cast a Spell||Casting this Spell}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "The bonus on the saving throw is +2." } - ], - "no_x": null + ] } }, { @@ -28096,13 +26010,10 @@ "Your arms turn into long, pliable tentacles, increasing your reach when you're delivering touch range spells and making unarmed Strikes with your arms (such as fist and claw Strikes) to 10 feet. This doesn't change the reach of your melee weapon attacks. During the duration, whenever you {@action Cast a Spell}, you can add an additional action to that spell's casting to temporarily extend your reach to 20 feet to deliver that spell." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "When you add an additional action to a spell to temporarily extend your reach, your reach increases by an additional 10 feet to deliver that spell." - }, - "x": null, - "no_x": null + } } }, { @@ -28154,20 +26065,17 @@ "type": "successDegree", "entries": { "Failure": "You move the target 5 feet in any direction along the ground or 10 feet in any direction through a body of water.", - "Critical Failure": "You move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water. walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed." + "Critical Failure": "You move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water." } } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "You can choose to gain a fly Speed." } - ], - "no_x": null + ] } }, { @@ -28203,13 +26111,7 @@ "entries": [ "You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything.", "Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond the time stop's duration, such as wall of fire, it immediately affects others again, but it doesn't have any of the effects that happen only when you first cast the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Tongues", @@ -28260,15 +26162,12 @@ "The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn't know what language that is." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "The duration is 8 hours." } - ], - "no_x": null + ] } }, { @@ -28326,13 +26225,7 @@ "Critical Failure": "The target is {@condition stupefied 4}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Touch Of Obedience", @@ -28393,13 +26286,7 @@ "Critical Failure": "The target is {@condition stupefied 1} for 1 minute." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Touch Of The Moon", @@ -28459,13 +26346,7 @@ "{@bold Waning Moon} The target gains a +1 status bonus to AC and saving throws. After this phase, return to the new moon." ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Touch Of Undeath", @@ -28523,13 +26404,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -28572,13 +26450,7 @@ "dismiss": false, "entries": [ "You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Tree Shape", @@ -28618,13 +26490,7 @@ "dismiss": false, "entries": [ "You transform into a Large tree. {@skill Perception} checks don't reveal your true nature, but a successful {@skill Nature} or {@skill Survival} check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the {@trait concentrate} trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Tree Stride", @@ -28665,8 +26531,6 @@ "You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -28680,8 +26544,7 @@ "level": 9, "entry": "The tree you exit can be anywhere on the same planet." } - ], - "no_x": null + ] } }, { @@ -28743,13 +26606,7 @@ "Critical Failure": "As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Triple Time", @@ -28797,13 +26654,7 @@ "entries": [ "You dance at a lively tempo, speeding your allies' movement.", "You and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "True Seeing", @@ -28846,12 +26697,6 @@ "entries": [ "You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell)." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -28895,13 +26740,7 @@ "entries": [ "A glimpse into the future ensures your next blow strikes true.", "The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being {@condition concealed} or {@condition hidden}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "True Target", @@ -28950,13 +26789,7 @@ "dismiss": false, "entries": [ "You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being {@condition concealed} or {@condition hidden}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Uncontrollable Dance", @@ -29016,13 +26849,7 @@ "Critical Failure": "The spell's duration is 1 minute, and the target must spend all its actions each turn dancing." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Undeath's Blessing", @@ -29080,13 +26907,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The status bonus to the Hit Points restored increases by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -29136,13 +26960,7 @@ "dismiss": false, "entries": [ "You shroud a creature in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Unfathomable Song", @@ -29237,13 +27055,7 @@ ] ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Unfettered Pack", @@ -29291,15 +27103,12 @@ "You free those who travel alongside you from environmental hindrances. Targets don't take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical, and they ignore {@quickref difficult terrain||3|terrain} from such environmental properties." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "The targets also ignore {@quickref greater difficult terrain||3|terrain} from environmental properties." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -29341,13 +27150,7 @@ "entries": [ "Nothing can hold you in place. You immediately escape from every {@trait magical} effect that has you {@condition immobilized} or {@condition grabbed} unless the effect is of a higher level than your {@spell unimpeded stride} spell.", "You then {@action Stride}. During this movement, you ignore {@quickref difficult terrain||3|terrain} and any circumstance or status penalties to your Speed." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Unity", @@ -29396,13 +27199,7 @@ "entries": [ "You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell.", "Each ally decides individually which modifier to use." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Unrelenting Observation", @@ -29466,13 +27263,7 @@ "Failure": "As described, and the duration is 1 hour." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Unseen Servant", @@ -29532,12 +27323,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "summoning": true }, { @@ -29586,13 +27371,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The resistances increase by 5, and the acid damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -29640,13 +27422,10 @@ "You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -29695,13 +27474,10 @@ "Your touch leeches the lifeblood out of a target to empower yourself. You deal {@damage 6d6} negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -29753,8 +27529,6 @@ "Casting veil counts as setting up a disguise for the purpose of the {@action Impersonate} action. It allows the target to ignore any circumstance penalties they might take for being disguised as dissimilar creatures, and it gives the targets a +4 status bonus to {@skill Deception} checks to prevent others from seeing through their disguises, and add their level even if untrained. You can {@action Dismiss} any or all of these disguises." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, @@ -29764,8 +27538,7 @@ "level": 7, "entry": "The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets' voices and scents; it gains the {@trait auditory} trait." } - ], - "no_x": null + ] } }, { @@ -29809,13 +27582,7 @@ "dismiss": false, "entries": [ "You surround yourself in a veil of confidence. You reduce your current {@condition frightened} condition by 1, and whenever you would become {@condition frightened} during the duration, reduce the amount by 1. If you critically fail a save against fear, veil of confidence ends immediately, and you increase any {@condition frightened} condition you gain from the critical failure by 1 instead of decreasing it." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Ventriloquism", @@ -29859,15 +27626,12 @@ "Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, "entry": "The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}, it must actively attempt a {@skill Perception} check or otherwise use actions to interact with the sound." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -29936,13 +27700,7 @@ "Critical Failure": "The creature is {@condition blinded} for 1 minute." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Vibrant Thorns", @@ -29988,13 +27746,10 @@ "Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a positive spell, the damage from your thorns increases to {@dice 1d6} until the start of your next turn." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by 1, or {@dice 1d6} after you cast a positive spell." - }, - "x": null, - "no_x": null + } } }, { @@ -30040,13 +27795,7 @@ "entries": [ "You create an {@condition invisible} eye sensor, as {@spell clairvoyance}.", "When created, this eye must be in your line of sight. When the spell's duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Visions Of Danger", @@ -30102,13 +27851,10 @@ "An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals {@damage 8d8} mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}. A creature that tries to {@action Interact} with the monsters or observes one with a {@action Seek} action can attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}. Creatures that {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} take no damage from the illusion thereafter." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The mental damage increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -30153,13 +27899,10 @@ "Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an {@action Interact} action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores {@dice 4d10} Hit Points to the first creature, {@dice 4d8} Hit Points to the second, {@dice 4d6} Hit Points to the third, and {@dice 4d4} Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step." - }, - "x": null, - "no_x": null + } } }, { @@ -30220,13 +27963,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage in the area increases by {@dice 2d6}, and the damage from the intense heat increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -30284,13 +28024,7 @@ "Critical Failure": "The target takes double damage and is {@condition drained 4}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Waking Nightmare", @@ -30354,13 +28088,7 @@ "Critical Failure": "The target is {@condition frightened 3}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Wall Of Fire", @@ -30409,13 +28137,10 @@ "You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is {@condition concealed} from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes {@damage 4d6} fire damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The fire damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -30470,13 +28195,10 @@ "Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a {@spell disintegrate} spell of any level or by contact with a rod of cancellation or sphere of annihilation." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The Hit Points of the wall increases by 20." - }, - "x": null, - "no_x": null + } } }, { @@ -30529,13 +28251,10 @@ "Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is {@quickref difficult terrain||3|terrain} and deals {@damage 2d6} cold damage to any creature passing through it." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -30584,13 +28303,10 @@ "Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is {@quickref difficult terrain||3|terrain}." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The Hit Points of each section of the wall increase by 15." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -30643,13 +28359,10 @@ "Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The Hit Points of each section of the wall increase by 5, and the piercing damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -30715,12 +28428,6 @@ } } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -30763,13 +28470,7 @@ "dismiss": false, "entries": [ "You call upon the beyond to guide your route. When you {@action Cast a Spell||Cast this Spell}, choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from {@quickref difficult terrain||3|terrain} by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Warp Mind", @@ -30825,13 +28526,7 @@ "Critical Failure": "The target is {@condition confused} permanently." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Warped Terrain", @@ -30885,15 +28580,12 @@ "You create illusory hazards that cover all surfaces in the area (typically the ground). Any creature moving through the illusion treats the squares as {@quickref difficult terrain||3|terrain}. A creature can attempt to disbelieve the effect as normal after using a {@action Seek} action or otherwise spending actions interacting with the illusion. If it successfully disbelieves, it ignores the effect for the remaining duration. For each additional action you use casting the spell, the burst's radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "You can make the illusion appear in the air rather than on a surface, causing it to function as {@quickref difficult terrain||3|terrain} for flying creatures." } - ], - "no_x": null + ] } }, { @@ -30945,8 +28637,6 @@ "The targets can breathe underwater." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -30956,8 +28646,7 @@ "level": 4, "entry": "The duration increases to until your next daily preparations." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -31011,15 +28700,12 @@ "The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must {@action Swim} normally. This spell doesn't grant the ability to breathe underwater." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -31079,15 +28765,12 @@ "The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its {@action Strike}, and feats or spells that affect weapons do not apply to this weapon." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 10, "entry": "The force damage increases by {@dice 1d10}." } - ], - "no_x": null + ] } }, { @@ -31141,13 +28824,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Add another damage die." - }, - "x": null, - "no_x": null + } } }, { @@ -31194,13 +28874,7 @@ "entries": [ "Holding your weapon aloft, you fill it with divine energy. On your next {@action Strike} with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice)", "If the target weapon leaves your possession, weapon surge immediately ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Web", @@ -31264,15 +28938,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "The spell's area increases to a 20-foot burst, and its range increases to 60 feet." } - ], - "no_x": null + ] } }, { @@ -31329,13 +29000,7 @@ "Critical Failure": "The target is so afraid, it might instantly die. It must attempt a Fortitude saving throw. If the target succeeds, it takes double damage and is {@condition frightened 2}, and it's also {@condition fleeing} until the end of its next turn unless it critically succeeded. If it fails, it is reduced to 0 Hit Points and dies." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Wholeness Of Body", @@ -31378,13 +29043,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "If you choose to regain Hit Points, the Hit Points regained increase by 8." - }, - "x": null, - "no_x": null + } } }, { @@ -31435,8 +29097,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -31446,8 +29106,7 @@ "level": 10, "entry": "You can choose up to three of the effects from the list. Wild claws deal {@damage 4d6} {@condition persistent damage ||persistent bleed damage} on a hit, and wild jaws deal {@damage 4d6} {@condition persistent damage ||persistent poison damage} on a hit." } - ], - "no_x": null + ] } }, { @@ -31488,15 +29147,12 @@ "You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in {@spell pest form}, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, "entry": "You can also wild shape into the forms listed in {@spell animal form}." } - ], - "no_x": null + ] } }, { @@ -31537,13 +29193,7 @@ "entries": [ "You take on the stance of the flowing winds, sending out waves of energy at a distance. You can make wind crash unarmed Strikes as ranged Strikes against targets within 30 feet. These deal {@damage 1d6} bludgeoning damage, use the brawling group, and have the agile, nonlethal, {@trait propulsive}, and {@trait unarmed} traits. Wind crash Strikes ignore concealment and all cover.", "While in wild winds stance, you gain a +2 circumstance bonus to AC against ranged attacks." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Wind Jump", @@ -31583,15 +29233,12 @@ "You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "At the end of your turn, you can attempt a DC 30 {@skill Acrobatics} check to find purchase in midair. If you succeed, you don't fall." } - ], - "no_x": null + ] } }, { @@ -31641,12 +29288,6 @@ "entries": [ "When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the {@trait concentrate} trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, {@action Cast a Spell}, come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -31692,13 +29333,7 @@ ] }, "The GM might allow you to try using wish to produce greater effects than these, but doing so might be dangerous or the spell might have only a partial effect." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Word Of Freedom", @@ -31751,13 +29386,7 @@ "You utter a liberating word of power that frees a creature.", "You suppress one of the following conditions of your choice: {@condition confused}, {@condition frightened}, {@condition grabbed}, or {@condition paralyzed}. The target isn't affected by the chosen condition, and if you suppress the {@condition grabbed} condition, the target automatically breaks free from any grab affecting it when you {@action Cast a Spell||Cast the Spell}.", "If you don't remove the effect that provided the condition, the condition returns after the spell ends. For example, if a spell was making the target {@condition confused} for 1 minute, word of freedom would let the target act normally for a round, but the {@condition confused} condition would return afterward." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Word Of Truth", @@ -31800,13 +29429,7 @@ "entries": [ "You speak a statement you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. The statement must be 25 words or fewer. A symbol of your deity glows above your head, and anyone who sees you and hears your statement knows that you believe it to be true.", "Each time you Sustain this Spell, you can repeat this effect." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "You're Mine", @@ -31866,15 +29489,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "On a failure, the target is {@condition controlled} for 1 round. On a critical failure, the target is {@condition controlled} for up to 1 minute; it receives a new Will save at the end of each of its turns, and on a success, the spell ends." } - ], - "no_x": null + ] } }, { @@ -31925,13 +29545,7 @@ "dismiss": false, "entries": [ "You stoke the righteous anger within yourself and an ally. You and the target ally each roll a d20 and use the higher result for both your initiative rolls. You each still use your own {@skill Perception} modifier or other statistic to determine your results." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Zealous Conviction", @@ -31982,15 +29596,12 @@ "You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against {@trait mental} effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3." } - ], - "no_x": null + ] } }, { @@ -32055,13 +29666,7 @@ "Critical Failure": "The target can't speak any deliberate and intentional lies and takes a \u20134 status penalty to {@skill Deception} checks." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-ec1.json b/data/spells/spells-ec1.json index 55ed7556ca..ded7e009d8 100644 --- a/data/spells/spells-ec1.json +++ b/data/spells/spells-ec1.json @@ -61,8 +61,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -72,8 +70,7 @@ "level": 7, "entry": "As the 4th-level version, except the range is 120 feet and the area is a 20-foot burst." } - ], - "no_x": null + ] } }, { @@ -128,13 +125,10 @@ "The rain extinguishes non-magical flames. The target gains fire resistance 2. Creatures with weakness to water take damage equal to their weakness at the end of each of their turns. Creatures can attempt a Reflex save to avoid the cloud." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The amount of fire resistance increases by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -193,8 +187,6 @@ "You also create a layer of ice on all surfaces in the area, which become difficult terrain. Unattended objects in the area become slick with ice, and picking them up requires a successful Reflex save or {@skill Acrobatics} check against your spell DC. The ice melts on any object that takes fire damage as well as in any square included in the area of a higher-level spell or effect with the {@trait fire} trait." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, @@ -204,8 +196,7 @@ "level": 8, "entry": "The damage increases to {@damage 14d4} cold damage and the area is a 60-foot burst." } - ], - "no_x": null + ] } }, { @@ -272,8 +263,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -283,8 +272,7 @@ "level": 6, "entry": "As the 3rd-level version, except the range is 120 feet and the area is a 20-foot burst." } - ], - "no_x": null + ] } }, { @@ -334,13 +322,7 @@ "Critical Failure": "The creature is pushed 20 feet in the wave's direction, is knocked {@condition prone}, and takes {@damage 3d6} bludgeoning damage." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Sudden Bolt", @@ -387,13 +369,10 @@ "You call down a small bolt of lightning on the target, dealing {@damage 4d12} electricity damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d12}." - }, - "x": null, - "no_x": null + } } }, { @@ -456,13 +435,7 @@ "Critical Failure": "The creature is pushed 30 feet away from the center of the burst, is knocked {@condition prone}, and takes {@damage 2d6} bludgeoning damage." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Verdant Sprout", @@ -506,13 +479,10 @@ "You imbue a single ordinary, inexpensive plant seed with primal energy and throw it onto a surface, where it gradually sprouts into a Medium plant. After 10 minutes, the plant is sturdy enough to provide standard cover, and its space is difficult terrain. The plant is laden with nutritious nuts or fruit sufficient to feed one Medium creature for a day. The plant has AC 10, Hardness 5, and 20 Hit Points." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "You throw an additional seed, which grows into an additional plant within range." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-ec2.json b/data/spells/spells-ec2.json index f29b714f19..c303373fa6 100644 --- a/data/spells/spells-ec2.json +++ b/data/spells/spells-ec2.json @@ -60,13 +60,7 @@ "Critical Failure": "As success, except the effect is permanent." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Favorable Review", @@ -128,15 +122,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "The range increases to 60 feet and you can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -187,13 +178,7 @@ "You create a large, self-contained cylinder of still fresh water.", "The pillar has a maximum radius of 15 feet and a maximum height of 60 feet. Creatures inside the pillar can swim through the water as normal ({@action Swim} DC 10), or, if the spell was cast on solid ground, walk along the bottom (which is difficult terrain)", "Any creature that exits the pillar falls or lands accordingly." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Pyrotechnics", @@ -253,13 +238,7 @@ "Critical Failure": "The creature is {@condition sickened|CRB|sickened 1} and cannot recover from the {@condition sickened} condition while in the area of the smoke cloud." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-ec3.json b/data/spells/spells-ec3.json index cb4b10cbae..0e38dce3f6 100644 --- a/data/spells/spells-ec3.json +++ b/data/spells/spells-ec3.json @@ -52,13 +52,10 @@ "You evoke {@deity Zevgavizeb|EC3}'s unceasing hunger and inflict it upon your target. The target becomes overwhelmed with cannibalistic hunger and can restore its vitality by feasting on the flesh of the fallen. On its turn, the target can use 2 actions (these actions have the {@trait manipulate} trait) to cannibalize an adjacent {@condition dying} or dead creature. If the cannibalized creature is {@condition dying}, it dies. If the cannibalized creature is an ally of the target, the target regains {@dice 5d8} HP; otherwise, the target regains {@dice 5d4} HP. Certain monsters (such as those whose blood is acidic or magical) might inflict additional effects on those who cannibalize them at the GM's discretion. Once cannibalized, a particular creature's body doesn't have enough meat to cannibalize again. During any round that there's a {@condition dying} or dead creature within 30 feet of the target, if the target can't or doesn't cannibalize a creature, the target takes {@damage 5d4} mental damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The amount of HP restored by cannibalizing a creature increases by {@dice 1d8} for eating an ally and {@dice 1d4} otherwise, and the mental damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-ec4.json b/data/spells/spells-ec4.json index 1b4c1500c2..43290e505b 100644 --- a/data/spells/spells-ec4.json +++ b/data/spells/spells-ec4.json @@ -53,13 +53,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The piercing damage increases by {@dice 2d6}, and the {@condition persistent damage ||persistent bleed damage} on a critical increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -115,13 +112,7 @@ "Critical Failure": "Until the end of its next turn, the target is {@condition stupefied|CRB|stupefied 4}, {@condition fascinated}, and can't take reactions. In addition, all creatures and objects other than you are {@condition concealed} from the target. During any round you {@action Sustain a Spell||Sustain the Spell}, you can use a single action, which has the {@trait manipulate} trait, to focus your entrancing eyes on a single creature you can see within 30 feet. This creature must immediately make a Will save against the spell as if it were ending its turn in the emanation. If the creature was already {@condition fascinated} by your entrancing eyes before its save, a failed save causes it to be {@condition paralyzed} for 1 round. You can't use this action to focus on the same creature more than once per round." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Necrotic Radiation", @@ -182,13 +173,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Increase the radiation's negative damage by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-ec5.json b/data/spells/spells-ec5.json index 4a012732be..b6a4643287 100644 --- a/data/spells/spells-ec5.json +++ b/data/spells/spells-ec5.json @@ -42,13 +42,7 @@ "dismiss": false, "entries": [ "You channel a blast of powerful blightburn radiation from your hands. You deal {@damage 4d6} poison damage to creatures in the area. Creatures who fail their save are afflicted with stage 1 of blightburn sickness (see above; on a critical failure, the creature moves immediately to stage 2). The level of blightburn sickness caused by this spell is equal to twice the spell's level, and the disease's save DC uses the caster's DC." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Control Sand", @@ -106,13 +100,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the sand shield's Hardness by 2 and its Hit Points by 1, the sandblast damage by {@dice 1d6}, and the sandstorm damage by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -165,13 +156,10 @@ "As part of your action to {@action Sustain a Spell||Sustain the Spell}, you can choose to either destroy one of your pillars, causing it to immediately crumble into nothing, or create a new pillar, as long as doing so wouldn't exceed the total number of feet of pillar you can create. You can {@action Sustain a Spell||Sustain the Spell} two or more times on a single turn to destroy or create a pillar." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The total height of the pillars increases by 10 feet, but must still be used in 10-foot increments (this also increases the total number of pillars that can be created by one)." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-ec6.json b/data/spells/spells-ec6.json index 056bb33b6a..90fb64d6be 100644 --- a/data/spells/spells-ec6.json +++ b/data/spells/spells-ec6.json @@ -66,15 +66,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 10, "entry": "You and creatures transported by your spells can't get a result worse than success on the saving throw to teleport into or out of the area." } - ], - "no_x": null + ] } }, { @@ -127,13 +124,10 @@ "Flimsy structures in the area collapse. The GM can determine other large-scale effects that result from the deluge." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The area increases by 10 feet, and flying creatures fall an additional 10 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -183,13 +177,10 @@ "You attempt to utterly consume the target's life force. The target takes 60 negative damage with a basic Fortitude save. If this damage reduces the target to 0 Hit Points, it dies immediately. You regain Hit Points equal to half the negative damage the target takes (after applying resistance and the like). Any excess healing is gained as temporary Hit Points, which you lose after 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by 10." - }, - "x": null, - "no_x": null + } } }, { @@ -241,15 +232,12 @@ "As a single action, which has the {@trait concentrate} trait, you can concentrate on a location within the area that an eye can reach. An eye travels to that location, and you {@action Seek} visually as if you were there. As an exploration activity, you can travel at half speed while continuing to concentrate on the eyes to gain the benefits of both the {@action Scout} and {@action Search} activities. With the eyes, you can check everything even if you are traveling faster than 300 feet per minute. The eyes use your {@skill Perception} modifier. You can have only one prying survey in effect at a time." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 10, "entry": "The area increases to a 500-foot emanation." } - ], - "no_x": null + ] } }, { @@ -309,13 +297,7 @@ "Critical Failure": "The target is quasi-real for an unlimited duration." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Upheaval", @@ -383,13 +365,7 @@ "Critical Failure": "The creature takes the full collapse damage and is {@condition restrained} by debris until it successfully Escapes (DC equal to the spell's save DC)." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-frp1.json b/data/spells/spells-frp1.json index 30dc73f44f..e4639d27a6 100644 --- a/data/spells/spells-frp1.json +++ b/data/spells/spells-frp1.json @@ -54,13 +54,7 @@ "Critical Failure": "The creature believes you are performing other actions entirely, such as helping a local or waving to a noble, as determined by the GM. The creature doesn't have a chance of remembering events normally. Any {@condition hostile} actions by you or your allies against a creature or its allies break the effect of the spell for that creature. So, for example, if an interrogated local's friends or threatened noble's guards saw your actions, they would be unaffected by this spell. When the spell ends (or when affected allies move outside the range of the emanation), observers see things normally but the altered perceptions from earlier events remain in mind. Each mention of the events as noteworthy, such as being questioned about them by an authority figure, grants the target another Will save to break the effect and remember things normally (unless the creature critically failed their save)." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Return Beacon", @@ -112,8 +106,6 @@ "Casting return beacon while a beacon is active causes the previous return beacon spell to end. If you are not within 1 mile of the beacon, your attempt to transport yourself to the beacon fails. If a solid object is in the same space as the beacon when you transport yourself, you arrive in the nearest open space to the beacon. If there is not an open space within 30 feet of the beacon, your attempt to transport yourself fails, but the beacon remains intact." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, @@ -131,8 +123,7 @@ "level": 10, "entry": "The duration is unlimited and you can transport yourself to the beacon from any distance, even across other planes. In addition, you can bring up to 8 willing allies you touch when you transport to the beacon." } - ], - "no_x": null + ] } }, { @@ -177,13 +168,10 @@ "You unleash your ki as a powerful storm of force and lightning, dealing {@damage 2d6} force damage and {@damage 2d12} electricity damage to creatures in the area. If you use 2 actions to cast the spell, increase the size of the emanation to 10 feet and the damage to {@damage 3d6} force damage and {@damage 3d12} electricity damage. If you use 3 actions to cast the spell, increase the size of the emanation to 20 feet and the damage to {@damage 4d6} force and {@damage 4d12} electricity damage. Each creature attempts one basic Reflex save that applies to both types of damage On a failed save, the creature is {@condition deafened} for 1 round; on a critical failure, the creature also takes {@damage 2d12} {@condition persistent damage ||persistent electricity damage} and is {@condition deafened} for 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The force damage increases by {@dice 1d6} and the electricity damage by {@dice 1d12}, or {@dice 2d6} and {@dice 2d12} if you use 2 or 3 actions." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-frp3.json b/data/spells/spells-frp3.json index 252c12ad26..15a24279d3 100644 --- a/data/spells/spells-frp3.json +++ b/data/spells/spells-frp3.json @@ -41,13 +41,7 @@ "entries": [ "You wrap the target in purifying flames. You can attempt to counteract a single poison or non-curse effect imparting the {@condition clumsy}, {@condition dazzled}, {@condition enfeebled}, {@condition fatigued}, {@condition frightened}, {@condition paralyzed}, {@condition sickened}, or {@condition stupefied} condition.", "The target can choose to empower the flames with their life force, becoming {@condition drained|CRB|drained 1} (or increasing their {@condition drained} value by 1, if already under the condition) to grant you a +1 circumstance bonus to your counteract check." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Rejuvenating Flames", @@ -90,13 +84,10 @@ "You create a gout of flame that both heals and burns. You restore {@dice 1d4} HP to all allies in the area, and those allies gain a +1 status bonus to Fortitude saves for 1 minute. Enemies in the area take {@damage 1d4} fire damage with a basic Reflex save." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "You restore an additional {@dice 1d4} HP to your allies and deal an additional {@damage 1d4} fire damage to enemies." - }, - "x": null, - "no_x": null + } } }, { @@ -144,13 +135,10 @@ "Each creature that hits you with an unarmed attack, Grapples you, or otherwise touches you takes 3 fire damage. When you {@action Cast a Spell||Cast the Spell} and the first time you sustain it each round, each creature in the area takes {@damage 3d6} fire damage (basic Reflex save)." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage caused by touching you increases by 1, and the fire damage when you {@action Cast a Spell||Cast the Spell} or sustain it increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-locg.json b/data/spells/spells-locg.json index 597d009e29..452181da67 100644 --- a/data/spells/spells-locg.json +++ b/data/spells/spells-locg.json @@ -36,13 +36,7 @@ "entries": [ "Brandishing your weapon and shouting the final line of the Crimson Oath, you unleash a blast of destructive ruby energy. You must be wielding a melee weapon, and you perform this spell's somatic component by swinging the weapon in a downward arc. You deal normal melee damage for your weapon, including all appropriate bonuses, penalties, modifiers, and properties, to each creature in the spell's area; they must each attempt a basic Fortitude save. A creature that critically fails this save also suffers any additional effect you would normally inflict with your weapon on a critical hit; if the creature that critically fails its save is also immune to critical hits, it merely fails the save instead.", "You can convert all the physical damage from this spell into positive damage against all undead creatures in the area." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Light Of Revelation", @@ -87,13 +81,7 @@ "dismiss": false, "entries": [ "You shed a luminous aura, illuminating a 30-foot radius with bright light. You and all allies in this area gain a +1 status bonus to {@skill Perception} checks to detect {@condition hidden} or {@condition undetected} creatures, as well as hidden objects, doors, and other features." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Perfect Strike", @@ -127,13 +115,7 @@ "dismiss": false, "entries": [ "You call upon insight from your training to recover accuracy. Reroll the missed attack roll and keep the new result." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Sun Blade", @@ -184,13 +166,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@damage 1d4} fire, {@damage 1d4} good, and {@damage 1d4} positive (or {@dice 1d6} of each type of damage in bright natural sunlight)." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-logm.json b/data/spells/spells-logm.json index e69be2147a..4fcbf255c9 100644 --- a/data/spells/spells-logm.json +++ b/data/spells/spells-logm.json @@ -53,13 +53,10 @@ "You evoke a storm of acid rain that pelts the area for the spell's duration. A creature that begins its turn in the area takes {@damage 3d8} acid damage (basic Reflex save)." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -104,13 +101,10 @@ "You create a shell of acid around yourself that immediately bursts outward, dealing {@damage 2d6} acid damage to each creature in the area." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -157,13 +151,7 @@ "If you are in an environment of severe heat or severe cold, you are protected from the effects of severe heat or severe cold, and the spell lasts 10 minutes." ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Adaptive Ablation", @@ -202,13 +190,10 @@ "You shift yourself to adapt to the mystical wavelengths of the energy damage, protecting yourself from further harm. You gain resistance 5 to the triggering energy type; you gain this resistance after you take the triggering damage, so it applies only to future damage you take during the duration." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Increase the resistance by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -271,13 +256,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -330,13 +312,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -386,13 +365,10 @@ "You grant the target brief foresight. The target gains a +1 status bonus to its next initiative roll, after which the spell ends." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The status bonus increases by 1, to a maximum of +4 at 7th level." - }, - "x": null, - "no_x": null + } } }, { @@ -440,13 +416,10 @@ "Draw five lines, one at a time; each line must anchor at you or a creature or object already connected to a previous line, and it must end at a creature or object within 30 feet of its anchor (possibly allowing the asterism to extend to its full 150-foot range). A creature that begins its turn in one of these lines or enters one of these lines on its turn takes {@damage 4d6} fire damage (basic Reflex save). A creature can take this damage only once per turn, even if it moves through several lines. Targets that are part of the asterism do not take damage from it. If the distance between two targets (or you and a target) ever exceeds 30 feet, the line of starlight between the two breaks, and any lines that now no longer have a direct path back to you also break. You can {@action Dismiss} the spell." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -505,13 +478,7 @@ "Critical Failure": "The target is {@condition clumsy 3}, {@condition stupefied 3}, and {@condition confused}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Bottle The Storm", @@ -551,8 +518,6 @@ "When lightning is turned at you, you store the charge safely within yourself, unleashing it when the time is right. You gain electricity resistance 10 against the triggering effect. If you successfully prevent damage in this way, at any time during the spell's duration, you can spend a single action, which has the {@trait attack} trait, to expend the charge and make a melee spell attack at an adjacent target or a ranged spell attack at a target within 60 feet. This attack deals electricity damage equal to the damage prevented by bottle the storm. If you cast {@spell bottle the storm|LOGM} a second time before the original duration elapses, or if you do not make this attack, the stored charge dissipates harmlessly." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, @@ -562,8 +527,7 @@ "level": 10, "entry": "The resistance increases to 20, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell." } - ], - "no_x": null + ] } }, { @@ -621,13 +585,7 @@ "Critical Failure": "The spell has an unlimited duration." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Charged Javelin", @@ -676,13 +634,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The initial damage increases by {@dice 1d6}, and the {@condition persistent damage} increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -741,13 +696,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -809,13 +761,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 3, "entry": "The thirst becomes more unbearable, increasing the damage each hour by {@dice 1d4}, or by {@dice 2d4} on a critical failure." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -864,13 +813,7 @@ "dismiss": true, "entries": [ "You transpose the moment that the target would be injured to later in its timestream. Roll damage normally, but do not reduce Hit Points or apply any other effects of the attack until the spell's duration has elapsed. When the spell ends, the target is immediately affected by the attack, taking damage and being affected by any additional effects. You can {@action Dismiss} this spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Diamond Dust", @@ -917,13 +860,10 @@ "You can {@action Dismiss} this spell." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -998,15 +938,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The divine plague disease gains the {@trait virulent} trait. The condition value for the {@condition clumsy}, {@condition enfeebled}, or {@condition stupefied} condition is 2 instead of 1." } - ], - "no_x": null + ] } }, { @@ -1066,13 +1003,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -1156,13 +1090,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "You shape 1 additional dragon, and the {@action Strike} damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -1215,13 +1146,10 @@ "You call forth a swirling storm of dust. The dust storm obscures vision, with the effect of obscuring mist. The dust also makes the air unbreathable; creatures in the area must hold their breath (Core Rulebook 478), though wearing a scarf or similar clothing over the mouth increases the time the creature can hold its breath to 5 rounds. Creatures entering or starting their turn in the dust storm take {@damage 1d6} slashing damage. Creatures that have the {@trait water} trait or that are made primarily of liquid take double damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -1267,13 +1195,10 @@ "As you challenge an enemy, you take some of its attention away from your allies. The target takes a \u20131 status penalty to attack rolls, damage rolls, and skill checks against creatures other than you, and you take a \u20131 status penalty to attack rolls, damage rolls, and skill checks against creatures other than the target. Each time a creature other than you uses a {@condition hostile} action that affects the challenged enemy, the enemy can attempt a Will save. On a success, the enemy no longer takes the penalty against that creature. You can {@action Dismiss} the spell, and it ends automatically if you or the target is defeated." ], "heightened": { - "heightened": true, "plus_x": { "level": 3, "entry": "The status penalties increase by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -1322,13 +1247,7 @@ "dismiss": false, "entries": [ "You force the Material and Ethereal Planes to partially overlap, creating a zone that causes incorporeal and spiritual entities to take on many of the aspects of corporeal creatures. Within the ectoplasmic interstice, incorporeal creatures cannot pass through solid objects or corporeal creatures, and they can manipulate and attempt Strength-based checks against physical creatures and objects. An incorporeal PC or other creature with a normal Strength modifier simply uses that modifier, but if the creature had a Strength modifier of \u20135, like most incorporeal monsters, it uses a +4 modifier instead, increasing its {@skill Athletics} modifier by 9 accordingly. Attacks against creatures that are within the interstice overcome resistances as if they were by ghost touch weapons." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Eject Soul", @@ -1377,13 +1296,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 3, "entry": "If a willing ally chooses to critically fail, it can stay in soul form for 1 additional round." - }, - "x": null, - "no_x": null + } } }, { @@ -1417,15 +1333,12 @@ "You inject a sliver of the void into your mind, momentarily remaking it into a bleak and empty place. Attempt a counteract check against one {@trait emotion} effect affecting you." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "You can attempt counteract checks against any number of {@trait emotion} effects affecting you." } - ], - "no_x": null + ] } }, { @@ -1476,13 +1389,10 @@ "You invigorate the touched creature's mind and urge it to press on. You grant the touched creature 5 temporary Hit Points." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the temporary Hit Points by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -1539,13 +1449,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -1604,13 +1511,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The spell can excavate an additional 5-foot cube of earth. If you excavate all four 5-foot cubes beneath a Large creature, it must attempt a Reflex save or {@skill Acrobatics} check, as above." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -1673,13 +1577,7 @@ "Critical Failure": "The creature does not regain Hit Points from the {@trait healing} effect." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Feast Of Ashes", @@ -1740,13 +1638,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The hunger becomes more unbearable, increasing the damage each day by {@dice 1d4}, or by {@dice 2d4} on a critical failure." - }, - "x": null, - "no_x": null + } } }, { @@ -1801,13 +1696,10 @@ "If the spell succeeds at the counteract check, it removes the {@trait emotion} effect from your ally, though not from any other creatures the effect might be affecting." ], "heightened": { - "heightened": true, "plus_x": { "level": 4, "entry": "The bonus increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -1862,13 +1754,7 @@ "Critical Failure": "As failure, except the miasma contains all the diseases affecting the target." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Fungal Hyphae", @@ -1910,8 +1796,6 @@ "You gain an imprecise {@ability tremorsense} allowing you to sense anything directly touching plants within that distance. If you move, the hyphae snap and the spell ends." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -1921,8 +1805,7 @@ "level": 6, "entry": "As 4th level, but you can use other simple manipulate actions through the plants, including having a branch pick an object up or open a door, though more complex actions, such as picking a lock or disabling a trap, remain impossible." } - ], - "no_x": null + ] } }, { @@ -1967,13 +1850,7 @@ "dismiss": true, "entries": [ "Glowing letters assemble in the air, providing a transcription of the target's speech in all languages you speak. For the spell's duration, any words spoken aloud by the target are spelled out in letters in front of them. When you {@action Cast a Spell||Cast the Spell}, you can choose whether these letters are visible to all creatures or only certain creatures you specify. Any words the target mouths silently are similarly spelled out, allowing the target to communicate silently or in areas where sound doesn't carry. This even allows the target to provide verbal casting components in such areas, but only if you choose to make the letters visible to all creatures. Furthermore, any of the target's {@trait auditory} abilities can affect creatures even in areas where sound does not carry as long as you have made the glyphs visible to them and they have line of sight to the target; in this case, they gain the {@trait visual} trait. You can {@action Dismiss} the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Gravity Well", @@ -2036,13 +1913,7 @@ "Critical Failure": "The creature moves 30 feet toward the center." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Hyperfocus", @@ -2098,8 +1969,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -2109,8 +1978,7 @@ "level": 6, "entry": "You can target up to 4 creatures." } - ], - "no_x": null + ] } }, { @@ -2167,13 +2035,7 @@ "Critical Failure": "Every time during the duration that the target rolls an attack roll or skill check, it must roll twice and take the worse result." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Iron Gut", @@ -2215,15 +2077,12 @@ "The object must be small enough to reasonably fit within your stomach. It is very difficult for other creatures to notice that you are hiding an object in this way; passive observers can't possibly notice and you gain a +4 circumstance bonus to your {@skill Stealth} checks to Conceal the Object unless the searcher specifically searches your mouth and stomach. If at the end of the spell's duration you still have an object stored in your stomach, it is violently expelled, dealing {@dice 1d6} damage to you." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, "entry": "The duration increases to 8 hours." } - ], - "no_x": null + ] } }, { @@ -2268,13 +2127,10 @@ "You let out your negative emotions in a guttural wail that shakes your enemies' hearts and deals {@damage 1d8} mental damage (basic Will save). If you have any harmful conditions imposed by {@trait emotion} effects, lament deals additional mental damage equal to the counteract level of the highest-level effect." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -2317,13 +2173,7 @@ "dismiss": false, "entries": [ "You call out a liberating cry, urging an ally to break free of an effect that holds them in place. If the target is {@condition grabbed}, {@condition immobilized}, or {@condition restrained}, it can immediately use a reaction to attempt to {@action Escape}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Message Rune", @@ -2374,13 +2224,7 @@ "entries": [ "You record a message up to 5 minutes long and inscribe a special rune on any flat unattended surface within reach. The nature of the rune's appearance is up to you, but it is visible to everyone and it must be no smaller than 2 inches in diameter.", "You also specify a trigger that creatures must meet to activate the rune (Pathfinder Core Rulebook 305). For the duration of the spell, creatures who meet the criteria of the trigger can touch the rune to hear the recorded message in their head as though you were speaking to them telepathically. You know when someone is listening to the message, but you do not know who is listening to it. You can {@action Dismiss} the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Oathkeeper's Insignia", @@ -2394,8 +2238,7 @@ "school": "C", "cast": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": { "F": false, @@ -2419,8 +2262,6 @@ "A magical indicator assures a creature that you've upheld your end of a bargain. When you {@action Cast a Spell||Cast the Spell}, you create a bracelet, flower, or other such trinket. If, while the spell persists, you complete the terms of the promise or deal you made, the trinket fades away with a pleasant chime; if you violate the terms instead, the trinket breaks with a dissonant crash." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -2438,8 +2279,7 @@ "level": 9, "entry": "The duration becomes 1 year." } - ], - "no_x": null + ] } }, { @@ -2478,15 +2318,12 @@ "By touching an object, you draw forth the experience of those who created and used it. If you touch a weapon, your proficiency rank with that weapon temporarily increases to trained (if it is not already higher). If you touch a tool, your proficiency rank with the next skill check you attempt with that tool (such as a {@skill Crafting} check with a blacksmith's hammer) within the spell's duration temporarily increases to trained (if it is not already higher). This spell has no benefit for activities that take longer than a minute to complete." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "Your proficiency rank increases to expert instead of trained." } - ], - "no_x": null + ] } }, { @@ -2543,13 +2380,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "When you {@action Cast a Spell||Cast the Spell}, you can choose to increase the area by 5 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -2601,15 +2435,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "You can target up to 4 creatures." } - ], - "no_x": null + ] } }, { @@ -2666,13 +2497,7 @@ "Failure": "The effect lasts its normal duration." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Redact", @@ -2717,8 +2542,6 @@ "You strike mention of a specific name from one or more documents. When you cast the spell, give one proper name, be it a creature, location, or object. Any mention of that name within the document becomes blurred, smudged, or otherwise completely illegible. Epithets and unambiguous references to the name are redacted as well; for instance, redacting the name of the goddess Sarenrae from a book would also remove references to her title \"the Dawnflower.\"" ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -2728,8 +2551,7 @@ "level": 4, "entry": "At your choice, the duration is unlimited." } - ], - "no_x": null + ] } }, { @@ -2772,13 +2594,10 @@ "The scales store up energy as they protect you. Keep track of how much damage the scales have prevented. As a 2-action activity that has the {@trait concentrate} and {@trait manipulate} traits, you can explode your scales outward in a 20-foot radius around you, dealing {@dice 1d6} damage of the chosen type to all creatures in the area for every 10 damage the scales have prevented, to a maximum of {@dice 10d6} damage (after preventing 100 damage). Once you do so, the spell ends." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The resistance increases by 5 and the maximum damage from the scale explosion increases by {@dice 5d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -2819,13 +2638,10 @@ "You call upon the lost and forgotten, assailing your foes' minds with the memories of those who died with a grievance toward them. Enemies in the area take {@damage 6d6} mental damage (basic Will save) and are {@condition frightened 1} on a critical failure. If you know the names of anyone murdered or grievously wronged by an enemy in the area, you can chant those victims' names when you cast the spell to improve the clarity of the visions, increasing the damage to the corresponding enemy from {@dice 6d6} to {@dice 6d10}; you can do so for multiple enemies if you know victims of each enemy. The visions are personal to each foe in the area, and you can't use this spell to discern a murderer by guessing a name. A creature that truly knows no one who died with any sort of grievance to that creature is immune to this effect." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6} (or {@dice 2d10} to an enemy when you name a specific victim)." - }, - "x": null, - "no_x": null + } } }, { @@ -2882,13 +2698,7 @@ "Critical Failure": "The creature is {@condition frightened 3} and {@condition fleeing} for 1 round." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Share Burden", @@ -2922,13 +2732,7 @@ "dismiss": false, "entries": [ "You shoulder some of your ally's pain. Both you and your ally use the outcome one degree of success better than the result of your ally's saving throw, even if the triggering effect usually affects only one target." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Share Lore", @@ -2980,8 +2784,6 @@ "Choose one {@skill Lore} skill in which you are trained. The targets become trained in that {@skill Lore} skill for the duration of the spell." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -2991,8 +2793,7 @@ "level": 5, "entry": "The duration of the spell is 8 hours, you can target up to five creatures, and you can share up to two {@skill Lore} skills in which you are trained." } - ], - "no_x": null + ] } }, { @@ -3043,13 +2844,10 @@ "A large gem floats around the target in an erratic pattern. The gem has 5 Hit Points. Each time a creature Strikes the target, the target attempts a DC {@flatDC 11} flat check. On a success, the gem blocks the attack, so the attack first damages the gem and then applies any remaining damage to the target. If the gem is reduced to 0 Hit Points, it shatters, immediately dealing the creature that destroyed it {@damage 1d8} slashing damage (basic Reflex save), as long as that creature is within 10 feet of the target." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The gem has 5 additional HP, and the damage dealt by its detonation increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -3117,8 +2915,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, @@ -3132,8 +2928,7 @@ "level": 9, "entry": "The status penalty increases to \u20134, the spell's range increases to 60 feet, and the spell's area increases to a 40-foot burst." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -3191,13 +2986,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The area increases by 5 feet (to a 20-foot cone at 2nd level, and so on)." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -3251,15 +3043,12 @@ "You and affected allies gain preternatural knowledge of the path ahead, allowing you to intuit the best way forward and avoid potential obstacles such as difficult or confusing terrain. For the purpose of long-distance overland travel during exploration mode, traveling through {@quickref difficult terrain||3|terrain} reduces you to only three-quarters your travel Speed instead of half, and traveling through {@quickref greater difficult terrain||3|terrain} reduces your travel Speed to only half your travel Speed instead of one-third. Show the way does not prevent you from falling into traps or encountering other artificial obstacles and hazards." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "For the purpose of long-distance overland travel during exploration mode, traveling through {@quickref difficult terrain||3|terrain} doesn't reduce your travel Speed at all, and traveling through {@quickref greater difficult terrain||3|terrain} reduces your travel Speed to only three-quarters of its normal value instead of one-third." } - ], - "no_x": null + ] } }, { @@ -3301,13 +3090,7 @@ "You continually and harmlessly slough off the top layer of your skin while new skin regenerates immediately, quickly moving damaging substances away from your body. The flat check to remove {@condition persistent damage} from effects that coat your skin (such as most {@condition persistent damage ||persistent acid damage}) is reduced to 5, and you gain a +2 status bonus to your initial save against contact poison (but not to further saves, since by that point, the toxin has already entered your system)", "If you're suffering from an effect other than {@condition persistent damage} that depends on continuous contact with your skin, if that effect allows a saving throw, you receive a new saving throw against that effect at the end of each turn when you attempt your flat checks against {@condition persistent damage}, and you also receive a +2 status bonus to those saving throws.", "While affected by this spell, your continually shedding skin makes you much easier to {@action Track}. Anyone {@action Track||Tracking} you gains a +2 circumstance bonus to do so, and you cannot {@action Hide} Your Tracks." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Stasis", @@ -3361,13 +3144,7 @@ "Critical Failure": "As failure, but the target is held in stasis for 3 rounds. At the end of each of its turns, it can attempt a Will save to reduce the remaining duration by 1 round or end it entirely on a critical success." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Swarm Form", @@ -3406,13 +3183,10 @@ "You don't gain the swarm mind ability, so you are still affected normally by {@trait mental} effects. As a swarm, you can't speak, cast spells, use manipulate actions requiring your hands, activate your magic items, or make any of your Strikes with your normal body. You can {@action Dismiss} the Spell." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Increase your resistances and weaknesses each by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -3452,8 +3226,6 @@ "You can hear through the swarm as if using your normal auditory senses. The first time you {@action Sustain a Spell||Sustain the Spell} each round, you can move the swarm 10 feet along the ground in any direction. The swarm has AC 15 and a +0 bonus to its saves. Any damage dealt to the swarm destroys it and ends the spell." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -3467,8 +3239,7 @@ "level": 7, "entry": "The swarm gains a 10-foot status bonus to its Speeds." } - ], - "no_x": null + ] } }, { @@ -3508,13 +3279,7 @@ "dismiss": false, "entries": [ "You conjure a temporary simple tool, such as a shovel or rope into your hands. It lasts until it is used for a single activity or for 1 minute, whichever comes first, after which it disappears. The tool is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Tether", @@ -3573,13 +3338,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The tethers' AC increases by 3 and their Hit Points increase by 10." - }, - "x": null, - "no_x": null + } } }, { @@ -3619,13 +3381,7 @@ "dismiss": false, "entries": [ "You create a beacon in time, intending to return to it if things go wrong. You can cast {@spell time beacon|LOGM} on only your turn. Keep careful track of everything that happens this turn after you cast {@spell time beacon|LOGM}. At the end of your turn, you can choose to rewind time back to just after you cast {@spell time beacon|LOGM}, removing all effects of your turn since then. Curses, traps, and other harmful effects that happen during your turn might prevent you from returning to the beacon if they are powerful enough. If you suffered any harmful effects during your turn after casting time beacon, to return to your beacon, time beacon attempts a counteract check against each such effect. If it fails at any of these checks, you can't return. After returning to the time beacon, the spell ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Whirling Scarves", @@ -3667,13 +3423,10 @@ "You surround yourself in a vortex of whirling colorful scarves of force that obfuscate you and disorient your foes. You gain the benefits of the {@condition concealed} condition, but only against ranged and melee attacks. When a melee attack fails to hit you because of the flat check for the {@condition concealed} condition, the scarves snag the weapon or unarmed attack, and the creature takes a \u20131 circumstance penalty to further attacks with that weapon or unarmed attack until the end of its turn (or the end of its next turn, if it wasn't the creature's turn). The timing of the scarves' movement is harder to predict for ranged attackers, so the flat check for the {@condition concealed} condition against ranged attacks increases from DC 5 to DC 6. You can {@action Dismiss} this spell." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The circumstance penalty to further attacks with a melee weapon or unarmed attack the scarves snag increases by 1. The DC of the flat check for the {@condition concealed} condition against ranged attacks increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -3723,13 +3476,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The initial damage increases by {@dice 1d8} and the secondary damage increases by {@dice 1d12}." - }, - "x": null, - "no_x": null + } } }, { @@ -3778,13 +3528,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d12} and the {@condition persistent damage} increases by 1. If you target an object, lower its Hardness by an additional 1 point on both a success and a critical success." - }, - "x": null, - "no_x": null + } } }, { @@ -3841,7 +3588,6 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The duration increases by 1 day. Heightened (4th) You ignore the {@condition concealed} condition against targets marked by zenith star." @@ -3851,8 +3597,7 @@ "level": 4, "entry": "You ignore the {@condition concealed} condition against targets marked by zenith star." } - ], - "no_x": null + ] } } ] diff --git a/data/spells/spells-lol.json b/data/spells/spells-lol.json index cfda4258e9..abec26fd3e 100644 --- a/data/spells/spells-lol.json +++ b/data/spells/spells-lol.json @@ -49,13 +49,7 @@ "Critical Failure": "As failure, but the DC on the target's flat check to remove {@condition persistent damage ||persistent bleed damage} increases to 20 (15 with particularly effective assistance)." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "All Is One, One Is All", @@ -98,13 +92,7 @@ "dismiss": false, "entries": [ "You meld the targets' matter and life force into one and then, in an instant, sift them back out into their component selves. When you separate the targets back into themselves, you can choose to switch the positions of any number of targets with the positions of other targets. Additionally, you can modulate the share of vital essence to share the burden of pain. Distribute the Hit Points of all targets however you choose, except that no target can receive fewer than 1 Hit Point or more than their maximum Hit Points." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Aromatic Lure", @@ -167,13 +155,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "You target 1 additional creature, selecting a different square within range as their destination." - }, - "x": null, - "no_x": null + } } }, { @@ -232,13 +217,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the cold damage by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -293,8 +275,6 @@ "Unlike most abilities that can only be used once per day, the target refreshes their use of the granted innate spell each day only after you make your daily preparations and choose to extend halcyon infusion's duration by either refraining from preparing a spell in the slot (if you're a prepared spellcaster) or expending another spell slot (if you're a spontaneous spellcaster)." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, @@ -304,8 +284,7 @@ "level": 10, "entry": "As 8th, and if the target is at least 9th level, you can choose a 5th-level spell." } - ], - "no_x": null + ] } }, { @@ -346,13 +325,10 @@ "You gain resistance 10 against one physical damage type the triggering attack deals. Your attacker takes 5 damage of the same type." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The resistance increases by 2. Damage dealt to your attacker increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -390,13 +366,7 @@ "dismiss": false, "entries": [ "Calling out the fifth line of the Crimson Oath, you seal your most grievous injuries with a stroke of your blade. The first time each round that you {@action Strike} with your weapon and deal damage to a foe, you recover a number of HP equal to twice shall not falter, shall not rout's level. This healing can't raise your current HP above half of your maximum HP." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Spirit Object", @@ -441,13 +411,10 @@ "Using a sliver of Baba Yaga's power, you briefly bring an object to life. The object gains a means of locomotion, such as sprouting chicken legs, and {@action Stride||Strides} up to 25 feet to a space you decide within range. If you spent 2 actions {@action Cast a Spell||Casting the Spell}, the object then attacks one creature of your choice adjacent to its new space. Make a melee spell attack roll against the creature. On a success, the creature takes bludgeoning, piercing, or slashing damage (as appropriate for the object) equal to {@dice 1d4} plus your spellcasting ability modifier, and on a critical success, it takes double damage." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the maximum Bulk of the target by 1 and the damage by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -494,13 +461,7 @@ "dismiss": true, "entries": [ "The target weapon becomes wreathed in a glowing flame. The weapon deals an additional {@damage 1d4} fire and 1 good damage on a successful {@action Strike}. In addition, the flame causes the weapon to glow as bright as a torch. You can {@action Dismiss} the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-lopsg.json b/data/spells/spells-lopsg.json index fc09f0c4f8..3dda209464 100644 --- a/data/spells/spells-lopsg.json +++ b/data/spells/spells-lopsg.json @@ -38,8 +38,6 @@ "While in this form, despite the restrictions from polymorph battle forms, you retain the ability to cast spells of 1st level or lower but only those without material components. You still can't make any {@action Strike||Strikes} or other attacks in pest form, as normal." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -49,8 +47,7 @@ "level": 8, "entry": "You retain the ability to cast spells of 3rd level or lower, rather than 1st, but still only those without material components. Additionally, the duration of familiar form increases to 10 minutes." } - ], - "no_x": null + ] } }, { @@ -101,13 +98,7 @@ "entries": [ "Leaving nothing to chance, you weave divinatory precautions against an ambush, alerting the target to danger. Once during the duration of this spell, the target can roll one {@skill Perception}, {@skill Arcana}, {@skill Crafting}, {@skill Lore}, {@skill Occultism}, or {@skill Society} initiative roll twice and take the better result, after which the spell ends.", "The strain of staying so prepared is too much for a mind to handle for long; the target is temporarily immune to this spell for 24 hours once the spell ends, whether they used the initiative benefit or not." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Spellmaster's Ward", @@ -147,13 +138,10 @@ "When you next take damage from a spell, a rune is expended to prevent {@dice 2d6} of that spell's damage. If damage from the triggering spell remains, additional runes are expended until the damage is completely negated, or until all runes have been spent, whichever comes first." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Each rune prevents an additional 1 damage." - }, - "x": null, - "no_x": null + } } }, { @@ -185,13 +173,7 @@ "dismiss": false, "entries": [ "You instantly create a small, permanent scroll that contains a magically precise written description of your current surroundings in every direction. Any creature who spends 1 minute to read the scroll\u2014written in a language of your choice that you know\u2014 immediately sees and experiences your surroundings during the moment that you recorded (including whatever events transpired that round) exactly as you experienced it. This depiction records only what you can sense yourself. For example, if you can't see {@condition invisible} creatures, the depiction doesn't reveal them even to a reader who could normally see them; a reader can't use their {@skill Perception} to notice details you missed, but they can attempt a check to {@action Recall Knowledge} based on what they just experienced if they have knowledge that you lack. You can have multiple scrolls from transcribe moment in existence at the same time, up to a number equal to your Intelligence modifier. If you {@action Cast a Spell||Cast the Spell} again while already at the maximum number of scrolls, choose one of the current scrolls to lose its magic, then create the new one." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-lowg.json b/data/spells/spells-lowg.json index 48667642d9..cfb1f536b2 100644 --- a/data/spells/spells-lowg.json +++ b/data/spells/spells-lowg.json @@ -35,13 +35,7 @@ "dismiss": false, "entries": [ "You call upon the aspect of the animal from your mask, gaining physical features reminiscent of that animal. You morph slightly into that creature, gaining the Speeds and senses you would gain from using animal form to turn into the type of animal your mask represents; these special Speeds can't be increased by status bonuses or item bonuses." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Magic Warrior Transformation", @@ -78,13 +72,7 @@ "dismiss": false, "entries": [ "You transform into the animal from your mask. You gain the effects of {@spell animal form}, heightened to magic warrior transformation's level, and you can transform into only the type of animal your mask represents." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Mantis Form", @@ -121,13 +109,7 @@ "dismiss": false, "entries": [ "You become a mantis. You gain the effects of insect form, heightened to mantis form's level, and you can only transform into a mantis." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Perfect Strike", @@ -162,13 +144,7 @@ "entries": [ "You call upon insight from your training to recover accuracy.", "Reroll the missed attack roll and keep the new result." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Snowball", @@ -223,13 +199,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d4}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -271,13 +244,7 @@ "dismiss": false, "entries": [ "You light your foe with revealing flame. The GM attempts a secret counteract check against each illusion affecting the creature; on a success, you suppress the illusion for the duration, rather than end the effect." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Unbreaking Wave Advance", @@ -326,13 +293,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage for pushing a creature into a solid barrier increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -366,15 +330,12 @@ "You travel on a rushing wind. Move two times: two {@action Stride||Strides}, two {@action Step||Steps}, or one {@action Stride} and one {@action Step} (in either order). You can {@action Stride} or {@action Step} into the air during this movement, moving upward at a 45-degree angle at most; if you end your movement in the air, you fall after taking one action or when your turn ends, whichever comes first. A {@spell wall of wind} appears in all the spaces you left during this movement, lasting for 1 round." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The wall of wind lasts 3 rounds." } - ], - "no_x": null + ] } }, { @@ -409,13 +370,10 @@ "You gain 15 temporary Hit Points, which last for up to 3 rounds." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The temporary Hit Points increase by 5." - }, - "x": null, - "no_x": null + } } } ] diff --git a/data/spells/spells-som.json b/data/spells/spells-som.json index b9900d1195..1c6e626a00 100644 --- a/data/spells/spells-som.json +++ b/data/spells/spells-som.json @@ -52,12 +52,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "hasBattleForm": true }, { @@ -117,15 +111,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and {@skill Athletics} +33." } - ], - "no_x": null + ] }, "hasBattleForm": true }, @@ -169,13 +160,10 @@ "You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them {@damage 3d4} piercing damage with a basic Reflex save." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 3d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -228,13 +216,7 @@ "Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit.", "For example, you could look at a pile of 180 copper coins, and you would learn that it held about 200 coins, but you couldn't determine there were exactly 180 coins.", "The type of object you name can be as specific or general as you like\u2014\"dented copper coins\" is as viable as \"coins\"\u2014but the distinguishing features must be obvious at a glance, and the spell is automatically fooled by objects disguised as other objects. For instance, the spell would register copper coins plated in gold as gold coins, not copper coins." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Ash Cloud", @@ -300,13 +282,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -364,13 +343,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 2d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -422,8 +398,6 @@ "Any creature that touches the attire, uses the {@action Seek} action to examine it, or otherwise interacts with it can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -433,8 +407,7 @@ "level": 5, "entry": "You can target up to 100 creatures." } - ], - "no_x": null + ] } }, { @@ -480,13 +453,10 @@ "When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing {@damage 2d6} sonic damage if you hit (or double damage on a critical hit)." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -527,13 +497,10 @@ "You {@action Fly} 15 feet straight up into the air, then {@action Fly} in a straight line to an empty space of your choice on the ground within 60 feet. When you land, the blistering air blasts out from you, dealing {@damage 3d4} bludgeoning damage and {@damage 3d6} fire damage (basic Reflex save) to all creatures in a 10-foot emanation." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@damage 1d4} bludgeoning and {@damage 1d6} fire." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -591,13 +558,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@damage 1d6} bludgeoning and {@damage 1d6} fire." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -652,13 +616,7 @@ "{@as 1} (somatic) The spell targets you or one willing ally within range.", "{@as 2} (verbal) The spell targets you or one willing ally within range. If you choose Fortitude, the target gains resistance 15 to poison. If you choose Reflex, the target gains a +15-foot status bonus to its Speeds. If you choose Will, the target gains resistance 15 to mental damage.", "{@as 3} (verbal) The spell targets you and all willing allies within 30 feet." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Blink Charge", @@ -714,13 +672,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The spell's range increases by 60 feet, and any force damage the spell deals is increased by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -781,13 +736,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The additional damage increases by {@dice 1d6} and the {@condition persistent damage ||persistent bleed damage} increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -843,13 +795,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d10}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -899,13 +848,7 @@ "dismiss": false, "entries": [ "You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Bottomless Stomach", @@ -959,15 +902,12 @@ "When the spell ends or the target falls {@condition unconscious}, the contents of the extradimensional storage are disgorged in a riotous spew, landing in the nearest unoccupied space, a bit wet but otherwise unharmed." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The duration increases to 8 hours." } - ], - "no_x": null + ] } }, { @@ -1021,8 +961,6 @@ "This trail doesn't denote the direction or the order of its path\u2014it merely indicates where the target has moved during the spell's duration." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -1032,8 +970,7 @@ "level": 3, "entry": "The duration increases to last until your next daily preparations. " } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -1082,8 +1019,6 @@ "You can {@action Dismiss} the spell." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, @@ -1093,8 +1028,7 @@ "level": 7, "entry": "Your voice can be heard clearly up to 1 mile away." } - ], - "no_x": null + ] } }, { @@ -1163,13 +1097,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -1235,13 +1166,7 @@ "Critical Failure": "The target takes {@damage 20d6} mental damage and is {@condition frightened 4}. It can't benefit from circumstance or status bonuses until the curse is {@condition broken}. While the curse remains, the target's allies are also unable to benefit from circumstance or status bonuses while within 15 feet of it." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Cascade Countermeasure", @@ -1281,13 +1206,10 @@ "You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells. As normal, using Arcane Cascade again means you've ended the stance, and the spell ends." ], "heightened": { - "heightened": true, "plus_x": { "level": 3, "entry": "The resistance increases by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -1340,13 +1262,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The bludgeoning damage increase by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -1387,13 +1306,7 @@ "entries": [ "You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell.", "This can become a nuisance if you are so famous that your name is regularly on others' lips." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Chromatic Armor", @@ -1448,13 +1361,10 @@ "1. Red fire 2. Orange acid 3. Yellow electricity 4. Green poison 5. Blue sonic 6. Indigo mental 7. Violet force 8. Matching Color The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8." ], "heightened": { - "heightened": true, "plus_x": { "level": 3, "entry": "The resistance is increased by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -1499,13 +1409,7 @@ "2. Orange 5 acid damage and 5 mental damage.", "3. Yellow 5 electricity damage and 5 mental damage.", "4. Green 5 poison damage and 5 mental damage, plus it's {@condition frightened 1}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Chromatic Ray", @@ -1556,15 +1460,12 @@ "4. Green (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be {@condition enfeebled 1} for 1 minute ({@condition enfeebled 2} on a critical failure)." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "The damage for red, orange, yellow, and green each increase by 10. Roll {@dice 1d8} to determine the ray's color, using the results for 1\u20134 above and the results for 5\u20138 below. 5. Blue The ray has the effect of the {@spell flesh to stone} spell. On a critical hit, the target is {@condition clumsy 1} as long as it's {@condition slowed} by the flesh to stone effect. 6. Indigo (emotion, incapacitation, mental) The ray has the effect of the {@spell confusion} spell. On a critical hit, it has the effect of warp mind instead. 7. Violet The target is {@condition slowed} for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a {@trait teleportation} effect. 8. Intense Color The target is {@condition dazzled} until the end of your next turn, or {@condition blinded} if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8)." } - ], - "no_x": null + ] } }, { @@ -1612,13 +1513,7 @@ "dismiss": false, "entries": [ "By burning threads of fate around a target and then retying them to yourself instead, you temporarily draw their curse to you and offer them brief succor from the worst of its effects. Choose a curse affecting the target that you don't already have. For 5 minutes, you are affected by the curse (at the same stage as the target, if applicable), and the target isn't. When the duration ends, the curse's effects return to the target as normal." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Clone Companion", @@ -1667,13 +1562,7 @@ "The duplicate appears adjacent to your companion and has the same statistics.", "Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as {@action Stride||Striding} to a different position or selecting a different target for a {@action Strike}. If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day.", "The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Combustion", @@ -1725,13 +1614,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the initial damage by {@dice 1d8} and the {@condition persistent damage} by {@dice 1d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -1801,13 +1687,7 @@ "Critical Failure": "As failure, but the spell's duration is 8 hours, and the creature is not temporarily immune." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Concordant Choir", @@ -1857,13 +1737,10 @@ "{@as 3} (material, somatic, verbal) The spell deals {@damage 2d4} sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d4} for the 1-action version, or {@dice 2d4} for the other versions." - }, - "x": null, - "no_x": null + } } }, { @@ -1922,13 +1799,10 @@ "A creature that moves through the area takes 3 piercing damage for every square of that area it moves into." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The initial piercing damage increases by {@dice 3d6}, and the hazardous terrain damage increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -1970,13 +1844,7 @@ "dismiss": false, "entries": [ "You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes {@damage 3d6} acid damage, and your unarmed attacks deal {@dice 1d4} additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain {@dice 3d6} temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Cosmic Form", @@ -2030,12 +1898,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "hasBattleForm": true }, { @@ -2093,13 +1955,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the initial damage and additional damage by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -2162,12 +2021,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "hasBattleForm": true }, { @@ -2224,15 +2077,12 @@ "When you cast this spell, choose up to four allies in the area to spare from darklight's effects. Until the spell ends, they're immune to damage from {@spell darklight|SoM} spells and can see through darklight (but not other darkness) as though they had {@ability darkvision||greater darkvision}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 10, "entry": "The bludgeoning and negative damage both increase to {@dice 3d6}." } - ], - "no_x": null + ] } }, { @@ -2293,15 +2143,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "You can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -2349,15 +2196,12 @@ "Your target and any other creatures within the area of the spell take {@dice 5d6} damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "The force damage increases by {@dice 1d12} and the alignment damage increases by {@dice 1d6}." } - ], - "no_x": null + ] } }, { @@ -2417,12 +2261,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "hasBattleForm": true }, { @@ -2483,12 +2321,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "hasBattleForm": true }, { @@ -2529,13 +2361,7 @@ "dismiss": false, "entries": [ "You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee {@action Strike} against one creature within your reach." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Distracting Chatter", @@ -2596,15 +2422,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "You can target up to five creatures." } - ], - "no_x": null + ] } }, { @@ -2657,13 +2480,10 @@ "You can't cast this spell if you don't have a deity. This spell gains the trait corresponding to the alignment damage dealt." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@damage 1d6} negative damage, {@damage 1d6} alignment damage, and {@dice 1d6} additional negative and positive damage for a true neutral deity." - }, - "x": null, - "no_x": null + } } }, { @@ -2725,13 +2545,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d10}." - }, - "x": null, - "no_x": null + } } }, { @@ -2786,15 +2603,12 @@ "If draw the lightning is cast outside under a cloudy or stormy sky, increase the bolt's damage by {@dice 2d12}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "The damage dealt to the initial target increases by {@dice 4d12}, and the additional damage dealt on the first {@action Strike} each turn increases by {@dice 1d12}." } - ], - "no_x": null + ] } }, { @@ -2846,13 +2660,10 @@ "You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four Strikes)." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The sonic damage increases by 1 per {@action Strike} (and the maximum damage increases by 4)." - }, - "x": null, - "no_x": null + } } }, { @@ -2897,8 +2708,6 @@ "Whether it's your spellbook, a reagent, or a glass of wine, it's simply more efficient to call it to your hand. You teleport the target into your open hand. If you don't have a hand free, it falls to the ground at your feet." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -2912,8 +2721,7 @@ "level": 7, "entry": "The range increases to 120 feet, and you can target an unattended object with a Bulk of 2 or less. A Little Chat about Runes" } - ], - "no_x": null + ] } }, { @@ -2956,13 +2764,10 @@ "Your eidolon releases a powerful energy attack that deals {@dice 5d6} damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -3019,12 +2824,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "hasBattleForm": true, "spellLists": [ "Elemental" @@ -3070,13 +2869,10 @@ "As a 2-action activity, which has the {@trait concentrate} trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost." ], "heightened": { - "heightened": true, "plus_x": { "level": 3, "entry": "The resistance increases by 5 and the maximum damage increases by 30." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -3132,13 +2928,10 @@ "Two Rounds If you spend 3 actions {@action Cast a Spell||Casting the Spell}, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, the spell is as 3 actions, but the area is a 60-foot cone, and for 1 round, the elements linger in the cone, racing off into the distance and making approaching you difficult, with the effects of gust of wind." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 2d6}, and the distance that enemies are pushed back if you spent 3 actions or 2 rounds increases by 5 feet on a failed save and 10 feet on a critical failure." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -3209,12 +3002,6 @@ }, "The water deals {@damage 4d6} bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -3275,15 +3062,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "You can target up to 5 willing creatures." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -3342,13 +3126,10 @@ "The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The status bonus increases by 1." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -3402,13 +3183,10 @@ "This spell can't target familiars." ], "heightened": { - "heightened": true, "plus_x": { "level": 3, "entry": "The poison damage increases by {@dice 1d8} and the {@condition clumsy} value imposed on a failed save increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -3466,8 +3244,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -3495,8 +3271,7 @@ } ] } - ], - "no_x": null + ] } }, { @@ -3538,13 +3313,7 @@ "Failure": "The spell lasts 1 round, but you don't spend the Focus Point for casting this spell." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Extract Poison", @@ -3586,13 +3355,7 @@ "dismiss": false, "entries": [ "With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add {@damage 1d6} poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Fated Confrontation", @@ -3646,13 +3409,7 @@ "You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own {@spell heal} spell, but it would be entirely immune to a spell or {@action Strike} from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast {@spell fated confrontation|SoM} (such as a spell with a duration or {@condition persistent damage} the creature had before it was affected by fated confrontation)", "For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a {@trait fortune} effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a {@trait misfortune} effect)", "This spell ends if either target becomes unable to act, or if they both agree to cease hostilities." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Feral Shades", @@ -3694,13 +3451,10 @@ "A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal {@damage 2d4} slashing damage and {@damage 2d4} negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: {@condition prone} creatures or those taking {@condition persistent damage ||persistent bleed damage} take a \u20132 status penalty to the save." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The slashing damage and the negative damage each increase by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -3759,12 +3513,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "hasBattleForm": true }, { @@ -3823,13 +3571,10 @@ "All creatures in the area take {@damage 3d4} bludgeoning damage and {@damage 3d6} fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you {@action Sustain a Spell||Sustain the Spell}, you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The vortex deals an additional {@damage 1d4} bludgeoning damage and {@damage 1d6} fire damage." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -3876,13 +3621,10 @@ "Each time you hit a creature with a {@action Strike}, one of the wisps goes hurtling towards that creature, dealing {@damage 1d4} fire damage. If you {@action Cast a Spell} with the {@trait fire} trait while you have fewer than three wisps, a new wisp appears." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -3943,13 +3685,10 @@ "One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a {@trait fire} effect, the cloud detonates in a massive blaze that deals {@damage 10d6} fire damage to all creatures within it, and the spell ends." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The poison damage increases by {@dice 1d6} and the fire damage on an explosion increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -3990,12 +3729,6 @@ "A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace.", "You {@action Stride} up to 50 feet. This movement doesn't trigger reactions. You can make a {@action Strike} at any point during your {@action Stride}. If your {@action Strike} hits, the wave flows after you to batter the target of your {@action Strike} as well, dealing {@damage 2d10} bludgeoning damage and pushing it 10 feet in a direction of your choice." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -4042,13 +3775,10 @@ "If you can use {@action Spellstrike|SoM} with a ranged weapon (with the {@class Magus|SoM|starlit span|Starlit Span|SoM} hybrid study, for example), you can target a creature in the first range increment of your ranged weapon. For an instant, you transform your weapon or unarmed attack into a spike of pure force, replacing all its normal statistics and abilities. The force fang automatically deals {@damage 1d4+1} force damage to the target." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d4+1}." - }, - "x": null, - "no_x": null + } } }, { @@ -4108,8 +3838,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -4159,8 +3887,7 @@ } ] } - ], - "no_x": null + ] } }, { @@ -4206,13 +3933,10 @@ "You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals {@damage 9d6} cold damage and {@damage 9d6} slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The cold and slashing damage each increase by {@dice 1d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -4263,13 +3987,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -4340,13 +4061,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@damage 1d6} bludgeoning and {@damage 1d6} fire." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -4410,13 +4128,7 @@ "Critical Failure": "The creature's attitude becomes {@condition helpful} to you, though the effect ends as soon as you take a {@condition hostile} action against the creature or its allies. While the creature is {@condition helpful}, it can't take {@condition hostile} actions against you." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Gouging Claw", @@ -4465,13 +4177,10 @@ "On a critical success, you deal double damage plus {@damage 1d4} {@condition persistent damage ||persistent bleed damage}." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d6} and the {@condition persistent damage ||persistent bleed damage} on a critical increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -4520,13 +4229,7 @@ "{@as 1} (somatic) The spell targets one creature.", "{@as 2} (somatic, verbal) The spell targets one creature and pulls the target 20 feet instead of 10.", "{@as 3} (material, somatic, verbal) The spell targets up to 5 creatures." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Guiding Star", @@ -4575,13 +4278,7 @@ "dismiss": false, "entries": [ "You call on the constellations of the night sky to guide a creature to the location where you {@action Cast a Spell||Cast the Spell}. Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Hasted Assault", @@ -4618,13 +4315,7 @@ "dismiss": false, "entries": [ "You call upon your magic to speed up your attacks. You gain the {@condition quickened} condition and can use the extra action each round for only {@action Strike} actions." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Haunting Hymn", @@ -4669,13 +4360,10 @@ "You echo a jarring hymn that only creatures in the area can hear. The hymn deals sonic damage equal to your spellcasting ability modifier, with a basic Fortitude save. If a target critically fails the save, it's also {@condition deafened} for 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -4725,15 +4413,12 @@ "You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for {@skill Medicine} checks to {@action Administer First Aid} or {@action Treat Wounds}. If the plaster isn't used within the spell's duration, or if you {@action Cast a Spell||Cast the Spell} again before using the plaster, it reverts to being normal non-magical earth." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, "entry": "The plaster grants anyone using it to {@action Administer First Aid} or {@action Treat Wounds} a +1 item bonus to the {@skill Medicine} check." } - ], - "no_x": null + ] }, "spellLists": [ "Elemental" @@ -4788,13 +4473,10 @@ "If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The healing increases by 3." - }, - "x": null, - "no_x": null + } } }, { @@ -4846,13 +4528,10 @@ "Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed {@action Strike} or a non-reach melee weapon." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by {@dice 2d6}, and the damage creatures take if they {@action Grapple} or hit you while you're in your sparking state increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -4914,13 +4593,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The initial fire damage increases by {@dice 1d8}, the sonic damage increases by {@dice 1d8}, and the {@condition persistent damage ||persistent fire damage} a creature takes on a critical failure increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -4989,13 +4665,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}. " - }, - "x": null, - "no_x": null + } } }, { @@ -5043,13 +4716,10 @@ "You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs {@dice 1d4} rounds later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by 10." - }, - "x": null, - "no_x": null + } } }, { @@ -5106,13 +4776,7 @@ "Critical Failure": "The creature is affected for 1 hour." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Infectious Enthusiasm", @@ -5155,13 +4819,7 @@ "With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies.", "You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who {@condition observed} you Casting this Spell and was within 30 feet when you did so can take a single action, which has the {@trait concentrate} trait, to gain the same bonus you chose until the start of its next turn.", "Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check {@condition observed} you casting the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Infectious Melody", @@ -5218,13 +4876,7 @@ "Critical Failure": "As success, but the duration is 1 hour." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Inner Radiance Torrent", @@ -5274,13 +4926,10 @@ "Two Rounds The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by {@dice 4d4}, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The initial damage, as well as the additional damage for the 2-round casting time, each increase by {@dice 4d4}, and the damage to adjacent creatures dealt while in your shining state increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -5320,8 +4969,6 @@ "You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to {@skill Deception} checks to {@action Lie} or {@action Feint}, {@skill Intimidation} checks to {@action Demoralize}, and {@skill Stealth} checks to {@action Hide} in areas of dim light or darkness." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -5331,8 +4978,7 @@ "level": 9, "entry": "The status bonus increases to +3. Shadow Companions Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. Shadowcasters, as well as others who might stumble across this knowledge, have access to the shadow hound animal companion and the shade specialization option." } - ], - "no_x": null + ] } }, { @@ -5379,13 +5025,7 @@ "Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space that's linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don't gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn't been used by the time the spell's duration ends, the extradimensional space collapses, ejecting the armor's pieces on the ground under you.", "Armor Up! {@as 1} (manipulate) Effect You snap your fingers.", "The armor returns to your body." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Invisibility Curtain", @@ -5433,15 +5073,12 @@ "You create a transparent {@condition invisible} wall that makes any creatures on one side of the wall {@condition invisible} to those on the other side. You choose which side of the wall provides invisibility to the creatures on that side when you cast the spell. You create either a 1-inch-thick wall in a straight line up to 60 feet long and 10 feet high or a 1-inch-thick, 10-foot-radius ring with the same height. The wall is intangible and stands vertically in either of the two forms. If you wish to do so, you can create the wall with a shorter length or height, or with a smaller radius. Any creature that crosses the wall becomes visible or {@condition invisible} as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered {@condition invisible} by the wall takes a {@condition hostile} action, the spell ends after the {@condition hostile} action is completed." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, "entry": "The spell doesn't end if an {@condition invisible} creature takes a {@condition hostile} action." } - ], - "no_x": null + ] } }, { @@ -5504,13 +5141,10 @@ "On subsequent rounds, the first time you {@action Sustain a Spell||Sustain the Spell} each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn't make them flee." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The mental damage and negative damage each increase by {@dice 1d4}." - }, - "x": null, - "no_x": null + } } }, { @@ -5558,13 +5192,7 @@ "entries": [ "You speak the true name of a creature to more surely affect it with your magic. Until the end of the current turn, the target is {@condition flat-footed} against your spells and takes a \u20132 circumstance penalty to saving throws against your spells.", "In addition, the first time this turn the target takes damage from one of your spells, it has weakness to that damage equal to double the level of invoke true name." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Juvenile Companion", @@ -5614,15 +5242,12 @@ "If your companion uses a {@condition hostile} action, juvenile companion ends. This spell has no effect on a companion that doesn't have a juvenile form." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, "entry": "The duration increases to 1 hour." } - ], - "no_x": null + ] } }, { @@ -5688,13 +5313,7 @@ "After calculating the amount of damage the target would take (applying weaknesses, resistances, and the like), you lose an equal number of Hit Points, and the target doesn't take any of the damage. You can't reduce the amount of Hit Points you lose in this way. The target still takes any effects that would come with the damage, however, such as the venom on a viper's fangs {@action Strike}." ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Lifelink Surge", @@ -5735,13 +5354,10 @@ "You make a quick gesture, tracing the link between yourself and your eidolon and drawing on your connection to slowly strengthen your shared life force. Your eidolon gains fast healing 4 for 4 rounds." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The fast healing increases by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -5797,13 +5413,7 @@ "Critical Failure": "As failure, except that you determine where the target moves during the {@action Stride}, though you can't move it into hazardous terrain or to a place it can't stand." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Lucky Number", @@ -5846,13 +5456,7 @@ "entries": [ "When you {@action Cast a Spell||Cast this Spell}, roll {@dice 1d20} and make a note of the result. You gain the following reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations.", "That's My Number! {@as R} (divination, fortune) Trigger You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check; Effect You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Magic Mailbox", @@ -5904,13 +5508,7 @@ "entries": [ "You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. If a container's contents total more than 3 Bulk, the transport fails.", "If either container is opened before the full 10 minutes have elapsed, the contents appear as they did when the containers were closed, and the process starts anew as soon as both containers have been closed. After the contents of the containers successfully swap, they can't swap again until after both containers have been opened at least once. Both containers must be located on the same plane for the process to function; if this ceases to be the case or if something else disrupts the effect during an active transposition, the process halts as if one of the containers had been opened." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Magnetic Acceleration", @@ -5955,13 +5553,10 @@ "You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with magnetic acceleration. On a hit, the target takes {@damage 3d6} bludgeoning damage and {@damage 3d6} piercing damage, or double damage on a critical hit." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The bludgeoning and piercing damage each increase by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -6006,13 +5601,7 @@ "You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion.", "Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to {@action Disarm} the creature of the metal objects, making a spell attack roll instead of an {@skill Athletics} check to do so.", "Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an {@action Interact} action." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Magnetic Repulsion", @@ -6054,13 +5643,10 @@ "While this spell is active, you require an additional {@action Interact} action before using a metal object (including to {@action Strike} with a metal weapon), and if you're wearing metal armor, you're {@condition slowed 1}." ], "heightened": { - "heightened": true, "plus_x": { "level": 3, "entry": "The status penalty to attack rolls increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -6112,12 +5698,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -6172,12 +5752,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -6221,13 +5795,7 @@ "entries": [ "You take death and wrap it about you like a cloak\u2014your colors wash out and your skin grows cold to the touch.", "Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a {@skill Perception} check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to {@action Impersonate} an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to {@action Impersonate} any other sort of undead. Mindless undead usually don't have a reason to even attempt the {@skill Perception} check to notice your Impersonation unless you interact with them in some way." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Mind Of Menace", @@ -6282,13 +5850,7 @@ "Critical Failure": "The creature is {@condition frightened 2}, and you're unaffected by the triggering {@trait mental} effect." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Mirror Malefactors", @@ -6342,13 +5904,10 @@ "When you {@action Cast a Spell||Cast the Spell}, the reflections leap from the mirrors and attack the target, dealing {@damage 7d8} mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you {@action Sustain a Spell||Sustain the Spell} that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage for both the initial effect and on subsequent turns increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -6397,13 +5956,7 @@ "Critical Failure": "Within the next hour, the creature must roll its next four attack rolls twice and take the lower result." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Mud Pit", @@ -6458,12 +6011,6 @@ "entries": [ "Thick, clinging mud covers the ground, 1 foot deep. The mud is {@quickref difficult terrain||3|terrain}." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -6519,13 +6066,10 @@ "You can {@action Dismiss} the spell." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The initial bludgeoning damage increases by {@dice 1d6}, the initial piercing damage increases by {@dice 1d8}, and the damage a creature takes for ending its turn {@condition grabbed} by the vine increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -6581,13 +6125,10 @@ "The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes {@quickref difficult terrain||3|terrain}, and areas that were naturally {@quickref difficult terrain||3|terrain} due to plants become {@quickref greater difficult terrain||3|terrain} as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The poison damage of the hazardous terrain increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -6638,13 +6179,10 @@ "You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains {@dice 1d8+4} Hit Points when you {@action Cast a Spell||Cast the Spell}, and it gains a +2 status bonus to saves against {@trait positive} effects for the duration." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The amount of healing increases by {@dice 1d8+4}." - }, - "x": null, - "no_x": null + } } }, { @@ -6716,13 +6254,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -6768,15 +6303,12 @@ "If you're caught using the spell, you are likely to suffer serious consequences, depending on the nature of the gamblers you cheated." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, "entry": "The status bonus increases to +2, and the duration increases to last until the next time you make your daily preparations. If you continue spending your spell slot to keep the duration active, this allows you to apply the effect to a downtime check to {@action Earn Income}." } - ], - "no_x": null + ] } }, { @@ -6823,12 +6355,6 @@ "entries": [ "You instantly destroy the incoming spell, though at the cost of sending magical feedback through your body. You automatically counteract the spell, but the feedback brings you unavoidable harm. You lose {@dice 1d8} Hit Points per level of the triggering spell." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -6885,13 +6411,7 @@ "Critical Failure": "The target is {@condition blinded} until the end of the current turn and {@condition dazzled} for 1 minute." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "One With The Land", @@ -6943,13 +6463,7 @@ }, "All of your alterations to the land end when the spell ends.", "Significant physical damage to the natural feature while you are inside it expels you and deals {@dice 10d6} damage to you." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Oneiric Mire", @@ -7005,13 +6519,7 @@ "entries": [ "You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is {@quickref difficult terrain||3|terrain}.", "Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a \u201310-foot circumstance penalty to its Speeds. On a critical failure, it's also {@condition immobilized}. In addition to the normal actions to {@action Escape}, at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and no longer needs to make Will saves to risk a Speed penalty or being {@condition immobilized}, though the area is still {@quickref difficult terrain||3|terrain}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Ooze Form", @@ -7070,8 +6578,6 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -7085,8 +6591,7 @@ "level": 8, "entry": "Your battle form is {@trait Gargantuan} (20-foot by 20-foot space), and your attacks have 20-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 60 temporary HP; resistance 12 to acid, piercing, and slashing; attack modifier +28; damage bonus +13 and double damage dice; and {@skill Athletics} +29. Your motion sense has a range of 60 feet." } - ], - "no_x": null + ] }, "hasBattleForm": true }, @@ -7141,13 +6646,10 @@ "When you {@action Cast a Spell||Cast the Spell}, attempt a special {@action Recall Knowledge} check using {@skill Medicine} to spot and discern a vital organ. If you have a {@skill Lore} skill appropriate to the creature, you can use that skill instead of {@skill Medicine}. If you succeed, the next time you deal piercing or slashing damage to the target with a {@action Strike} or spell, you deal {@dice 4d6} additional precision damage. Once on each of your subsequent turns, you can use a single action to attempt the special {@action Recall Knowledge} check again. The extra damage isn't cumulative, so making the check more than once before a {@action Strike} or spell has no extra benefit." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The precision damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -7204,13 +6706,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 2d6}. " - }, - "x": null, - "no_x": null + } } }, { @@ -7273,13 +6772,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage of the deathly assault effect increases by {@dice 1d10}, and the damage of the telekinetic storm effect increases by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -7335,13 +6831,7 @@ "You call forth an unseen servant (Core Rulebook 380) and task it to perform a specific chore repeatedly. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration, though it can't ever leave the spell's area.", "The servant isn't a minion, and you don't need to {@action Sustain a Spell||Sustain the Spell} in order for it to continue to act. However, it acts on its own time, and thus can't accomplish anything useful during an encounter, even if an encounter happens within the spell's range.", "Tasks that rely on timing, discretion, or significant manual dexterity are {@condition doomed} to failure. For instance, a servant tasked to pick objects off the floor won't discriminate between trash, misplaced treasure, or objects that are supposed to be on the floor, like a mousetrap." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Petal Storm", @@ -7396,13 +6886,10 @@ "You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-sharp edges of the petals. It takes {@damage 2d10} slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d10}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -7462,13 +6949,10 @@ "When you spend 1 or more actions to cast a composition spell (Core Rulebook 386) or to perform an activity that includes a {@skill Performance} check, you can also Sustain this Spell as part of that action." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The crowd occupies an additional 10-foot square in range. The additional square doesn't need to be adjacent to any other square created by the spell. It can overlap, but there's no additional effect in the overlapped squares." - }, - "x": null, - "no_x": null + } } }, { @@ -7522,15 +7006,12 @@ "You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and the spell ends." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "You can target up to 5 creatures." } - ], - "no_x": null + ] } }, { @@ -7575,8 +7056,6 @@ "During the duration of this spell, you can call forth a tome from the extradimensional library when attempting a {@action Recall Knowledge} check using your chosen skill. This is part of the action to {@action Recall Knowledge}. You must have a hand free to do so. The tome appears in your hand, open to an appropriate page. This grants you a +1 status bonus on the {@action Recall Knowledge} check. If you roll a critical failure on this check, you get a failure instead. If the roll is successful and the subject is a creature, you gain additional information or context about the creature. Once you reference a book from your pocket library, the spell ends." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -7590,8 +7069,7 @@ "level": 9, "entry": "The status bonus increases to +4 and you can reference your pocket library four times before the spell ends." } - ], - "no_x": null + ] } }, { @@ -7633,13 +7111,7 @@ "entries": [ "You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either {@skill Perception} or an appropriate {@skill Lore}, whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be.", "This spell can't grant you any benefits from special abilities that take such skill they require a {@skill Performance} check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to {@action Earn Income} from your art is also quite difficult; because it requires careful timing and repeated deceit, it can't be assumed to automatically work on an {@action Earn Income} check." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Positive Attunement", @@ -7701,13 +7173,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 3, "entry": "The damage and healing each increase by {@dice 1d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -7750,13 +7219,10 @@ "Creatures made of air (such as air elementals) attempting a save against this spell get a degree of success one worse than they rolled." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -7810,15 +7276,12 @@ "It functions as chromatic armor (page 95) that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is {@condition blinded} rather than {@condition dazzled}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "The resistances increase to 10 each." } - ], - "no_x": null + ] } }, { @@ -7869,13 +7332,7 @@ "entries": [ "You implant an {@condition invisible}, magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious\u2014the first two times the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures.", "You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the {@trait concentrate} trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Protect Companion", @@ -7927,13 +7384,10 @@ "Life Block {@as R} Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs {@action Strike}." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The reaction reduces the damage by another 10, and you lose 5 more Hit Points. If you want to lose fewer Hit Points, you can choose to lower the damage reduction and HP lost to what any lower-level version of the spell could do without lowering the spell's actual level." - }, - "x": null, - "no_x": null + } } }, { @@ -7984,13 +7438,10 @@ "If the tree is in soil and survives to the end of the spell's duration, it remains as an ordinary, non-magical tree, and continues to grow and thrive. The GM might determine that the tree disappears immediately in certain inhospitable situations." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The tree has an additional 10 Hit Points." - }, - "x": null, - "no_x": null + } } }, { @@ -8047,13 +7498,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The initial poison damage increases by {@dice 1d8} and the {@condition persistent damage ||persistent poison damage} increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -8102,13 +7550,10 @@ "You raise a pair of towering waves and slam them into each other, crushing creatures caught between them. Creatures in the area take {@damage 5d6} bludgeoning damage with a basic Reflex save." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -8164,8 +7609,6 @@ "The first option is to separate them into different piles depending on an easily {@condition observed} factor, such as color or shape. Alternatively, you can sort the objects into ordered stacks depending on a clearly indicated notation, such as a page number, title, or date. The objects sort themselves throughout the duration, though it takes less time per object to sort a smaller number of objects, down to a single round for 30 or fewer objects." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -8175,8 +7618,7 @@ "level": 5, "entry": "The spell can sort up to 800 objects in a minute, or 120 objects in a round." } - ], - "no_x": null + ] } }, { @@ -8237,13 +7679,7 @@ "{@bold Underground} The target gains {@ability darkvision}." ] } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Ravenous Portal", @@ -8292,13 +7728,7 @@ "You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door.", "When that happens, the door transforms into a {@creature mimic} that can't move and is {@condition hostile} to all creatures. When {@action Cast a Spell||Casting the Spell}, you designate yourself and up to 10 other creatures of your choice; these creatures don't trigger the ward, and the mimic is {@condition helpful} to them instead of {@condition hostile}. No effect can move the mimic unless it's also capable of moving the entire door. Once the door transforms into a mimic, it attacks creatures in its reach for up to 1 minute, and then the spell ends. If the mimic is killed before that time, the spell ends and the door returns to its normal form.", "While turned into a mimic, the door can't be opened, unlocked, or bypassed\u2014not even by the designated creatures. It's a creature, not a door, during that time. When the spell ends, the door returns to the state it was in before the ward was triggered." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Read The Air", @@ -8338,13 +7768,7 @@ "entries": [ "You take a deep breath as you survey a social situation, showing courtesy to all around you as your intuition swiftly picks up clues about social contexts and unspoken assumptions of behavior. Your body language subconsciously changes to take advantage of this information and use it in your own interactions with those creatures.", "As part of Casting this Spell, you {@action Recall Knowledge} using {@skill Society} to gain information about the immediate social situation. You also gain a +1 status bonus on your next {@skill Diplomacy} check to {@action Make an Impression} on those creatures present when you cast this spell, as long as the check occurs during the duration of the spell. You can read the air only once in a given social situation; casting it again has no effect." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Reinforce Eidolon", @@ -8390,13 +7814,7 @@ "dismiss": false, "entries": [ "You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either {@spell boost eidolon|SoM} or {@spell reinforce eidolon|SoM}, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Repelling Pulse", @@ -8449,13 +7867,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The force damage increases by {@dice 2d10}, and the distance the target is moved on a failure and critical failure increases by 5 feet." - }, - "x": null, - "no_x": null + } } }, { @@ -8506,13 +7921,10 @@ "If the double's Hit Points are reduced to 0, the spell ends." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The maximum level of the target increases by 2." - }, - "x": null, - "no_x": null + } } }, { @@ -8563,13 +7975,7 @@ "dismiss": false, "entries": [ "You permanently change the appearance of one piece of clothing currently worn by you or an ally to better fit your aesthetic sensibilities. You can change its color, texture, pattern, and other minor parts of its design, but the changes can't alter the clothing's overall shape, size, or purpose. The changes can't increase the quality of the craftsmanship or artistry of the piece of clothing, but particularly gauche choices for the new color and pattern might decrease its aesthetic appeal. This spell transforms existing materials into the desired appearance and never alters the material or creates more material than what's originally part of the object. The object's statistics also remain unchanged." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Rewinding Step", @@ -8613,8 +8019,6 @@ "If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 7, @@ -8624,8 +8028,7 @@ "level": 9, "entry": "You can return if you're within 1 mile of your anchor space." } - ], - "no_x": null + ] } }, { @@ -8677,13 +8080,10 @@ "{@as 3} (material, somatic, verbal) The spell targets all living creatures in a 30-foot emanation." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The amount of damage increases by {@dice 1d6}, or by {@dice 2d6} for the 2-action version." - }, - "x": null, - "no_x": null + } } }, { @@ -8727,13 +8127,10 @@ "(You can avoid many types of {@quickref difficult terrain||3|terrain} in this way.) You must end your movement on an unoccupied space where you have solid footing. This movement isn't a {@action Stride}, but you measure the distance in a similar way, and it still triggers reactions caused by movement. You can't transport anyone else with you." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Increase the distance you move by 5 feet and the maximum height traveled above the ground by 5 feet." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -8800,15 +8197,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "You can target up to 10 creatures." } - ], - "no_x": null + ] } }, { @@ -8867,13 +8261,10 @@ "Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d6}. " - }, - "x": null, - "no_x": null + } } }, { @@ -8923,15 +8314,12 @@ "For unarmed attacks, if this spell would give you more property runes than you could have from {@item handwraps of mighty blows (generic)|CRB|handwraps of mighty blows}, one of the existing property runes is similarly suppressed." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 8, "entry": "Add keen to the list of runes you can choose as well as the greater types of corrosive, flaming, frost, shock, and thundering." } - ], - "no_x": null + ] } }, { @@ -8991,13 +8379,10 @@ "The first time each round you Sustain this Spell on subsequent turns, living creatures in the area take an additional {@damage 2d6} negative damage with another basic Fortitude save. You also gain temporary Hit Points equal to half the damage a single creature took when you Sustained the spell this turn; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The initial damage increases by {@dice 2d6} and the secondary damage increases by {@dice 1d6}." - }, - "x": null, - "no_x": null + } } }, { @@ -9055,13 +8440,10 @@ "If you cast this spell again, any previous scatter scree you have cast ends." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -9121,13 +8503,7 @@ "Critical Failure": "The creature is lost in its amusement and is {@condition stupefied 2} for 1 round and {@condition stunned 1}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Scorching Ray", @@ -9175,13 +8551,10 @@ "For each additional action you use when {@action Cast a Spell||Casting the Spell}, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions {@action Cast a Spell||Casting the Spell}, the damage increases to {@damage 4d6} fire damage on a hit, and it still deals double damage on a critical hit." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage to each target increases by {@dice 1d6} for the 1-action version, or by {@dice 2d6} for the 2-action and 3-action versions." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -9236,13 +8609,7 @@ "You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you {@action Cast a Spell||Cast the Spell}, magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell.", "You or another creature can then play the sound back from the seashell during the spell's duration by {@action Interact||Interacting} with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends.", "As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special {@trait auditory} or {@trait sonic} effects of the sound." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shadow Army", @@ -9308,13 +8675,7 @@ "Critical Failure": "The creature takes double damage, and gains the chosen condition." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shadow Projectile", @@ -9363,13 +8724,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The damage increases by {@dice 1d8}. " - }, - "x": null, - "no_x": null + } } }, { @@ -9428,15 +8786,12 @@ "A creature that spends an action to {@action Seek} or otherwise interact with the shadow raid can attempt a {@skill Perception} check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 9, "entry": "The initial damage increases by {@dice 2d8}, and the damage to a creature that ends its turn in the area increases by {@dice 1d8}." } - ], - "no_x": null + ] } }, { @@ -9469,13 +8824,7 @@ "dismiss": false, "entries": [ "As you attack a foe, warding magic transforms your momentum into action and lifts your shield. Make a melee {@action Strike}. You can then either {@action Raise a Shield||Raise your Shield} if you're wielding one or cast {@spell shield} if you have the spell." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shift Blame", @@ -9528,13 +8877,7 @@ "Failure": "You successfully alter the target's memory. It isn't forced to react to the new memories in a particular way, and it's likely to question them if they contradict other information it knows or are implausible for the situation." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Shooting Star", @@ -9567,13 +8910,7 @@ "dismiss": false, "entries": [ "You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged {@action Strike}, ignoring the target's concealment and reducing the target's cover by one degree for this {@action Strike} only (greater to standard, standard to lesser, and lesser to none). If the {@action Strike} hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Sonata Span", @@ -9620,13 +8957,7 @@ "entries": [ "By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line.", "It can support as many creatures as can physically fit on the bridge." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Soothing Blossoms", @@ -9681,13 +9012,7 @@ "Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a {@trait poison} or {@trait disease} effect, it gets a critical success instead.", "The blossoms grant assisted recovery to everyone in the area to end their {@condition persistent damage}, both when the spell is cast and at the start of each of your turns.", "Once the duration ends, the flowers lose their {@trait magical} effect, but a few of them might survive in the area as long as they can naturally. This spell doesn't give a benefit on a save against an affliction unless the stage lasts 10 minutes or less." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Soothing Spring", @@ -9742,13 +9067,10 @@ "A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the {@trait structure} trait and the same restrictions as magic items that create structures." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The healing increases by {@dice 2d8}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -9785,13 +9107,7 @@ "dismiss": false, "entries": [ "You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next {@action Spellstrike|SoM}. Make a melee {@action Strike} with your staff against one foe and then a second melee {@action Strike} with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Spiritual Attunement", @@ -9833,13 +9149,10 @@ "You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your Strikes and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your Strikes would gain the {@trait good} and {@trait lawful} traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The resistance increases by 5." - }, - "x": null, - "no_x": null + } } }, { @@ -9892,13 +9205,10 @@ "You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by {@dice 1d4}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -9951,13 +9261,10 @@ "On a hit, you deal {@damage 6d6} piercing damage and the lance impales the creature, giving it a \u201310-foot circumstance penalty to its Speeds unless it {@action Escape||Escapes}. On a critical hit, if the creature is on the ground, the lance also embeds into the ground and immobilizes the creature until it {@action Escape||Escapes}. A creature that {@action Escape||Escapes} after being impaled takes 3 {@condition persistent damage ||persistent bleed damage}. When the spell ends, the lance crumbles into dirt, freeing the target if it hasn't Escaped." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by {@dice 2d6} and the {@condition persistent damage ||persistent bleed damage} for {@action Escape||Escapes} by 1." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -10018,13 +9325,7 @@ "Failure": "You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Summon Anarch", @@ -10071,8 +9372,6 @@ "You conjure a {@trait chaotic} {@trait celestial}, {@trait monitor}, or {@trait fiend} to fight on your behalf. You summon a common chaotic creature that has the {@trait celestial}, {@trait monitor}, or {@trait fiend} trait and whose level is {@filter 5 or lower|bestiary||Level=[-1;5]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=CE;CG;CN}. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -10094,8 +9393,7 @@ "level": 10, "entry": "{@filter Level 15|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=CE;CG;CN}." } - ], - "no_x": null + ] }, "summoning": true }, @@ -10147,12 +9445,6 @@ "The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage's influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster's turn), it doesn't decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell's maximum duration was 3 rounds or longer.", "{@b Depart} ({@trait abjuration}) {@i Archmage's Rebuke} The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is {@condition stupefied 2} for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "summoning": true }, { @@ -10200,8 +9492,6 @@ "You conjure a {@trait lawful} {@trait celestial}, {@trait monitor}, or {@trait fiend} to fight on your behalf. You summon a common lawful creature that has the {@trait celestial}, {@trait monitor}, or {@trait fiend} trait and whose level is {@filter 5 or lower|bestiary||Level=[-1;5]|Rarity=Common|Creature Type=monitor;celestial;fiend|Alignment=LE;LG;LN}. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, @@ -10223,8 +9513,7 @@ "level": 10, "entry": "{@filter Level 15|bestiary||Level=[-1;15]|Rarity=Common|Creature Type=monitor;fiend;celestial|Alignment=LE;LG;LN}." } - ], - "no_x": null + ] }, "summoning": true }, @@ -10309,12 +9598,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "summoning": true }, { @@ -10364,12 +9647,6 @@ "{@b Arrive} ({@trait evocation}) {@i Energy Annihilation} The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes {@dice 10d8} damage (basic Reflex save). The dragons choose the damage type of each breath weapon, depending on the category of dragons summoned. Chromatic dragons can choose cold, fire, or poison for the cone and acid or electricity for the line; metallic dragons can choose cold or fire for the cone and acid, electricity, or fire for the line.", "{@b Depart} {@i Draconic Whirlwind} The draconic legion strikes with fury, dealing {@damage 9d8} slashing damage (basic Reflex save) to all enemy creatures in its location or within 20 feet." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "summoning": true }, { @@ -10430,12 +9707,6 @@ ] } ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "summoning": true }, { @@ -10486,8 +9757,6 @@ "Heightening the spell increases the maximum level of creature you can summon and might add additional animal servitors, which otherwise work like the {@creature eagle}, {@creature guard dog}, and {@creature raven|Bst2}." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, @@ -10501,8 +9770,7 @@ "level": 4, "entry": "{@filter Level 3|bestiary||Level=[-1;3]|Rarity=Common|Creature Type=monitor;fiend;celestial}. You can summon a {@creature great white shark} or {@creature tiger}." } - ], - "no_x": null + ] }, "summoning": true }, @@ -10536,21 +9804,20 @@ }, "savingThrowBasic": false, "duration": { - "type": null + "type": "timed", + "entry": "until your next daily preparations", + "duration": { + "number": 1, + "unit": "special" + } }, + "requirements": "You have an eidolon.", "sustain": false, "dismiss": false, "entries": [ - "You have an eidolon.", - "Duration until your next daily preparations You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends.", + "You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends.", "Sever Conduit {@as R} (concentrate) Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a {@trait death} effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Summoner's Visage", @@ -10606,15 +9873,12 @@ "You can {@action Dismiss} the spell." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "The duration increases to 1 hour." } - ], - "no_x": null + ] } }, { @@ -10666,15 +9930,12 @@ "You harmlessly place your unique magic sigil, which is about 1 square inch in size, on your targets. When you {@action Cast a Spell||Cast the Spell}, you set the duration by choosing a time at which point the sigil flashes dimly three times. After that point, the spell ends. Even though spell durations aren't normally exact, the effects of synchronize are precise to the second. The timer is based on the place where the spell was cast, so entering a plane or area where time flows differently changes how the time elapses." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 2, "entry": "The spell can target up to 20 willing creatures." } - ], - "no_x": null + ] } }, { @@ -10728,8 +9989,6 @@ "This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 3, @@ -10739,8 +9998,7 @@ "level": 6, "entry": "The duration becomes 1 hour." } - ], - "no_x": null + ] } }, { @@ -10799,13 +10057,7 @@ "Critical Failure": "The creature is {@condition frightened 3}. It's also {@condition fleeing} for 1 round or until it's no longer {@condition frightened}, whichever comes first." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Temporary Glyph", @@ -10864,12 +10116,6 @@ "Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell can target one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Temporary glyph's duration ends when the glyph is triggered. The glyph is a magical trap, using your spell DC for both the {@skill Perception} check to notice it and the {@skill Thievery} check to disable it; both checks require the creature attempting them to be trained in order to succeed.", "You can {@action Dismiss} temporary glyph." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -10912,13 +10158,7 @@ "dismiss": false, "entries": [ "You create numerous phantom copies of your weapon arm, hiding your true movements and rendering your attacks unpredictable. You gain a +2 status bonus to {@skill Deception} checks. If you're untrained in {@skill Deception}, you can use the {@action Feint} action anyway, and add your level as your proficiency bonus despite being untrained." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Thundering Dominance", @@ -10969,13 +10209,10 @@ "Thundering Roar {@as 1} (auditory, concentrate, emotion, enchantment, fear, flourish, mental, sonic) The target unleashes a powerful vocalization. Each enemy in a 10-foot emanation takes {@damage 4d8} sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also {@condition frightened 1}." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The status bonus to {@skill Intimidation} checks increases by 1 (to a maximum of a +4 status bonus for an 8th-level spell), and the damage from the roar increases by {@dice 2d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -11012,13 +10249,10 @@ "You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee {@action Strike} with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked {@condition prone}. The target of your {@action Strike} must be within the cone or the effect fails." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "The damage increases by 1." - }, - "x": null, - "no_x": null + } } }, { @@ -11056,13 +10290,7 @@ "If you have an appropriate Speed, you can add {@action Burrow}, {@action Climb}, {@action Fly}, or {@action Swim} to this list.", "While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled.", "Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become {@condition stupefied 4} for 1 minute." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Timely Tutor", @@ -11111,13 +10339,7 @@ "entries": [ "You serve as an astral connection between your eidolon or familiar and the Akashic Record\u2014a demiplane consisting of a comprehensive psychic library\u2014then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to {@action Recall Knowledge} with the {@skill Lore} skill of your choice, much like it does for {@skill Acrobatics} and {@skill Stealth}. Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the {@skill Lore} skill.", "If you lose physical contact with the target, its connection to the Akashic Record is severed and timely tutor immediately ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Tortoise And The Hare", @@ -11169,13 +10391,7 @@ "Critical Failure": "The foe is {@condition slowed 1} for 3 minutes and the other target is {@condition quickened} for 1 minute. It can use the extra action to {@action Step}, {@action Stride}, or {@action Strike}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Umbral Extraction", @@ -11219,13 +10435,7 @@ "Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to {@action Steal} spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips.", "You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole.", "As normal, you can {@action Steal} only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to {@action Steal} more spells. If you succeed at your {@skill Thievery} check, you must take the spell you stole. Even if you're a spontaneous caster, you can use the temporary spell slot only to cast the stolen spell and you can cast only the stolen spell from your temporary spell slot. When umbral extraction ends, you lose the temporary spell slot and any spell still stored in it. When you cast {@spell umbral extraction|SoM}, any previous casting of umbral extraction currently affecting you ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Umbral Graft", @@ -11267,13 +10477,7 @@ "You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the {@action Steal} action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to {@action Steal} as part of Casting umbral graft. If you succeed at your check to {@action Steal} a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to {@action Steal} was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the {@trait manipulate} trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the {@trait shadow} trait.", "You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell.", "As normal, you can {@action Steal} only from a target within your reach. Once you've stolen a spell, you can't attempt to {@action Steal} more spells, nor can you choose not to take a spell if you succeed at your {@skill Thievery} check. When you cast {@spell umbral graft|SoM}, any spells you stole with a previous umbral graft end even if their duration hasn't elapsed. If you're affected by both umbral graft and umbral extraction, you make the choice whether to steal a spell slot, an active spell, or an item each time you {@action Steal}." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Unexpected Transposition", @@ -11318,13 +10522,7 @@ "dismiss": false, "entries": [ "When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to {@spell unexpected transposition|SoM} spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Unfetter Eidolon", @@ -11369,13 +10567,7 @@ "dismiss": false, "entries": [ "You loosen the link between yourself and your eidolon, allowing it to travel farther from you for a short period of time. While the spell is active, your eidolon can travel an unlimited distance away from you. When the spell ends, if your eidolon is more than 100 feet away from you, it unmanifests." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Unspeakable Shadow", @@ -11438,13 +10630,7 @@ "Critical Failure": "The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the {@trait incapacitation} trait. If it succeeds at its save, the target is {@condition frightened 4} and can't reduce its {@condition frightened} value below 1 for 1 minute." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Updraft", @@ -11487,13 +10673,10 @@ "A powerful blast of wind erupts from the ground, launching the target into the air and sending it crashing back down. The collision deals {@damage 2d6} bludgeoning damage with a basic Reflex save. On a failure, the target is knocked {@condition prone}." ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the damage by {@dice 2d6}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -11547,15 +10730,12 @@ "Abilities that adjust how much falling damage you take still apply." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 6, "entry": "The duration increases to 1 hour. " } - ], - "no_x": null + ] } }, { @@ -11609,15 +10789,12 @@ "At the end of each of your turns, if you killed a living creature during that turn or if the gestalt's damage killed a creature since the end of your prior turn, you add the slain creature's soul to the gestalt. The emanation's radius increases by 20 feet and the damage dealt by the aura increases by {@dice 1d6}. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 10, "entry": "The initial damage increases to {@dice 16d6} and the aura's damage starts at {@dice 7d6}." } - ], - "no_x": null + ] } }, { @@ -11668,12 +10845,6 @@ "Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell.", "Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to {@action Swim} through. The rules of aquatic combat (Core Rulebook 478) apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a \u20132 circumstance penalty." ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - }, "spellLists": [ "Elemental" ] @@ -11725,13 +10896,7 @@ "Critical Failure": "You gain no additional effect." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Warrior's Regret", @@ -11789,13 +10954,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "The amount of mental damage the target takes for each creature it damaged that turn increases by {@dice 1d8}, and the maximum damage the target can take per turn increases by {@dice 4d8}." - }, - "x": null, - "no_x": null + } } }, { @@ -11837,13 +10999,7 @@ "entries": [ "Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck.", "Once during the spell's duration, before rolling a check, you can cancel out a {@trait misfortune} effect on that roll, as normal when a {@trait fortune} and {@trait misfortune} effect apply to the same roll. After canceling out the {@trait misfortune} effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Web Of Eyes", @@ -11898,13 +11054,7 @@ "Once the vision sharing stops, the benefit ends. Whether a creature is {@condition hidden} or {@condition undetected} is still based on the last information a target had before the vision sharing ended.", "For example, that means if a creature is behind a wall but hasn't moved, it's still {@condition hidden} rather than {@condition undetected} by a recipient that witnessed its current position.", "." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Whirlwind", @@ -11969,13 +11119,10 @@ } ], "heightened": { - "heightened": true, "plus_x": { "level": 1, "entry": "Increase the bludgeoning damage by {@dice 1d10}." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -12033,13 +11180,10 @@ "Each time you sustain this spell, the radius of the burst increases by 5 feet." ], "heightened": { - "heightened": true, "plus_x": { "level": 2, "entry": "Increase the damage and {@condition persistent damage} by 1." - }, - "x": null, - "no_x": null + } }, "spellLists": [ "Elemental" @@ -12090,13 +11234,7 @@ "dismiss": false, "entries": [ "The target is energized by its good fortune as it spreads to others\u2014as long as they keep winning. It gains the {@condition quickened} condition for 1 round. If the target or one of their allies within 20 feet gets a critical success on an attack roll against a significant foe, whoever got the critical success becomes {@condition quickened} if they weren't already, and the duration of the winning streak is extended by another round. Creatures {@condition quickened} by the spell can use the extra action to {@action Strike}, {@action Step}, or {@action Stride}. If a full round passes without the target or one their allies critically succeeding on an attack roll against a significant foe, the winning streak breaks and the spell ends." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Zero Gravity", @@ -12151,13 +11289,7 @@ "You negate gravity's effects in the area. Creatures float in place unless they can Push Off a surface. Pushing Off is a single action which has the {@trait move} trait, allowing the creature to move half its Speed in a straight line through the area. After Pushing Off a surface, the creature continues to move the same distance at the start of each of its turns until it leaves the area or Pushes Off against something else. A creature pushing against an untethered object of its size or smaller causes both the creature and the object to move at the same speed, but in opposite directions. Creatures who can levitate or fly can use those abilities to move around in the area without having to push off anything. Creatures who can't levitate or fly are usually on the ground, giving them a surface from which to push off.", "You can {@action Dismiss} this spell. When zero gravity ends, all creatures and objects in the area fall back down.", "Magus." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/spells/spells-sot1.json b/data/spells/spells-sot1.json index ec5044ec5a..8480ba9da2 100644 --- a/data/spells/spells-sot1.json +++ b/data/spells/spells-sot1.json @@ -54,15 +54,12 @@ } ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, "entry": "Increase the area to a 10-foot emanation and increase the distance objects and creatures are pushed to 10 feet." } - ], - "no_x": null + ] } }, { @@ -107,13 +104,7 @@ "dismiss": false, "entries": [ "You shoot out ephemeral, telekinetic strands that drag each target directly toward you, stopping in the closest unoccupied space to you in this path. This is forced movement." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Grave Impressions", @@ -165,8 +156,6 @@ "While within 500 feet of the corpse (even if it's outside your line of sight or line of effect), you can see from where the target corpse had eyes using your normal visual senses, and you can hear from where the corpse had ears using your normal auditory senses. You can switch between your own vision and hearing, and the corpse's senses, with a single action that has the {@trait concentrate} trait. If the corpse naturally lacked eyes or hearing organs in life, you cannot use that sense when using this spell. If the corpse is moved from its location, the spell ends." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 4, @@ -176,8 +165,7 @@ "level": 6, "entry": "The duration lasts until the next time you make your daily preparations." } - ], - "no_x": null + ] } }, { @@ -221,8 +209,6 @@ "You attune yourself to an underlying cosmic order to the world. While you remain in tune with this power, you gain a +1 status bonus to {@skill Perception} checks, saving throws, and skill checks. If you critically fail any check while under the effects of this spell, the bonus ends and you instead have a \u20131 status penalty to all checks for the remaining duration." ], "heightened": { - "heightened": true, - "plus_x": null, "x": [ { "level": 5, @@ -232,8 +218,7 @@ "level": 8, "entry": "The status bonus increases to +3." } - ], - "no_x": null + ] } }, { @@ -294,13 +279,7 @@ "Critical Failure": "The target is {@condition stunned|CRB|stunned 2}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Stumbling Curse", @@ -357,13 +336,7 @@ "Critical Failure": "As failure, except you control the direction of the target's first 5 feet of movement of the {@action Stride}." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] }, { "name": "Verminous Lure", @@ -413,13 +386,7 @@ "Upon casting, the target emits a musk that's captivating to certain animals. Tiny animals and animal swarms of any size within range must attempt a Will save. On a failure, non-{@condition hostile} animals or animal swarms try to touch the target. If {@condition hostile}, such creatures choose to attack the target instead of other foes, if able to do so without spending additional actions or exposing themselves to additional danger.", "Verminous lure doesn't change animals' attitudes towards the target and is easily overridden by more direct control, such as the {@action Command an Animal} action.", "Animals with imprecise sense can use their scent as a precise sense against the target." - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } ] } diff --git a/data/traits.json b/data/traits.json index 96df0d3ec2..b51b5bb75c 100644 --- a/data/traits.json +++ b/data/traits.json @@ -1108,12 +1108,12 @@ { "name": "Contact", "source": "CRB", - "page": 630, + "page": 550, "categories": [ "Item" ], "entries": [ - "This {@trait poison} is delivered by contact with the skin." + "A contact poison is activated by applying it to an item or directly onto a living creature's skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute." ] }, { @@ -2886,23 +2886,23 @@ { "name": "Ingested", "source": "CRB", - "page": 633, + "page": 550, "categories": [ "Item" ], "entries": [ - "This {@trait poison} is delivered when drunk or eaten." + "An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creature's mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day." ] }, { "name": "Inhaled", "source": "CRB", - "page": 633, + "page": 550, "categories": [ "Item" ], "entries": [ - "This {@trait poison} is delivered when breathed in." + "An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round." ] }, { @@ -2919,12 +2919,12 @@ { "name": "Injury", "source": "CRB", - "page": 633, + "page": 550, "categories": [ "Item" ], "entries": [ - "This {@trait poison} is delivered by damaging the recipient." + "An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected." ] }, { diff --git a/data/variantrules.json b/data/variantrules.json index 889279ec74..9579c5e6b8 100644 --- a/data/variantrules.json +++ b/data/variantrules.json @@ -5888,13 +5888,7 @@ "Critical Failure": "All casters take damage and suffer the ley line's backlash as if they had critically failed to Tap the Ley Line. This damage and backlash is enhanced as if the ley line were successfully empowered, leading to increased damage and longer backlash effects." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } }, { @@ -5959,13 +5953,7 @@ "Critical Failure": "All casters take damage and suffer backlash effects as if they had critically failed to Tap every Ley Line in the node simultaneously, and they can't attempt to Tap those Ley Lines for a year and one day." } } - ], - "heightened": { - "heightened": false, - "plus_x": null, - "x": null, - "no_x": null - } + ] } } ] diff --git a/data/vehicles.json b/data/vehicles.json index ce6097051a..d670ab5195 100644 --- a/data/vehicles.json +++ b/data/vehicles.json @@ -11,8 +11,7 @@ "size": "Gargantuan", "price": { "coin": "gp", - "amount": 6000, - "note": null + "amount": 6000 }, "space": { "long": { @@ -64,7 +63,6 @@ }, "savingThrows": { "fort": 22, - "ref": null, "will": null }, "hardness": { @@ -99,7 +97,6 @@ }, "collision": { "damage": "{@dice 9d10}", - "type": null, "dc": 30 }, "abilities": [ @@ -119,8 +116,7 @@ "size": "Large", "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "space": { "long": { @@ -160,7 +156,6 @@ }, "savingThrows": { "fort": 8, - "ref": null, "will": null }, "hardness": { @@ -184,7 +179,6 @@ }, "collision": { "damage": "{@dice 2d8}", - "type": null, "dc": 16 } }, @@ -196,8 +190,7 @@ "size": "Large", "price": { "coin": "gp", - "amount": 3, - "note": null + "amount": 3 }, "space": { "long": { @@ -237,7 +230,6 @@ }, "savingThrows": { "fort": 6, - "ref": null, "will": null }, "hardness": { @@ -261,7 +253,6 @@ }, "collision": { "damage": "{@dice 1d10}", - "type": null, "dc": 14 } }, @@ -273,8 +264,7 @@ "size": "Gargantuan", "price": { "coin": "gp", - "amount": 3000, - "note": null + "amount": 3000 }, "space": { "long": { @@ -322,7 +312,6 @@ }, "savingThrows": { "fort": 19, - "ref": null, "will": null }, "hardness": { @@ -354,7 +343,6 @@ }, "collision": { "damage": "{@dice 7d10}", - "type": null, "dc": 27 }, "abilities": [ @@ -377,8 +365,7 @@ "size": "Large", "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "space": { "long": { @@ -417,7 +404,6 @@ }, "savingThrows": { "fort": 6, - "ref": null, "will": null }, "hardness": { @@ -448,7 +434,6 @@ }, "collision": { "damage": "{@dice 2d4}", - "type": null, "dc": 14 }, "abilities": [ @@ -468,8 +453,7 @@ "size": "Large", "price": { "coin": "gp", - "amount": 150, - "note": null + "amount": 150 }, "space": { "long": { @@ -509,7 +493,6 @@ }, "savingThrows": { "fort": 9, - "ref": null, "will": null }, "hardness": { @@ -533,7 +516,6 @@ }, "collision": { "damage": "{@dice 2d10}", - "type": null, "dc": 18 } }, @@ -545,8 +527,7 @@ "size": "Large", "price": { "coin": "gp", - "amount": 10, - "note": null + "amount": 10 }, "space": { "long": { @@ -586,7 +567,6 @@ }, "savingThrows": { "fort": 6, - "ref": null, "will": null }, "hardness": { @@ -610,7 +590,6 @@ }, "collision": { "damage": "{@dice 1d12}", - "type": null, "dc": 14 } }, @@ -622,8 +601,7 @@ "size": "Medium", "price": { "coin": "gp", - "amount": 15, - "note": null + "amount": 15 }, "space": { "long": { @@ -662,7 +640,6 @@ }, "savingThrows": { "fort": 6, - "ref": null, "will": null }, "hardness": { @@ -687,7 +664,6 @@ }, "collision": { "damage": "{@dice 2d4}", - "type": null, "dc": 14 }, "abilities": [ @@ -707,8 +683,7 @@ "size": "Gargantuan", "price": { "coin": "gp", - "amount": 2000, - "note": null + "amount": 2000 }, "space": { "long": { @@ -755,7 +730,6 @@ }, "savingThrows": { "fort": 18, - "ref": null, "will": null }, "hardness": { @@ -787,7 +761,6 @@ }, "collision": { "damage": "{@dice 6d10}", - "type": null, "dc": 26 }, "abilities": [ @@ -807,8 +780,7 @@ "size": "Large", "price": { "coin": "gp", - "amount": 50, - "note": null + "amount": 50 }, "space": { "long": { @@ -848,7 +820,6 @@ }, "savingThrows": { "fort": 7, - "ref": null, "will": null }, "hardness": { @@ -872,7 +843,6 @@ }, "collision": { "damage": "{@dice 2d6}", - "type": null, "dc": 15 }, "abilities": [ @@ -901,8 +871,7 @@ "size": "Huge", "price": { "coin": "gp", - "amount": 12500, - "note": null + "amount": 12500 }, "space": { "long": { @@ -945,7 +914,6 @@ }, "savingThrows": { "fort": 28, - "ref": null, "will": null }, "hardness": { @@ -972,7 +940,6 @@ }, "collision": { "damage": "{@dice 10d10}", - "type": null, "dc": 29 }, "abilities": [ @@ -1000,8 +967,7 @@ "size": "Large", "price": { "coin": "gp", - "amount": 25, - "note": null + "amount": 25 }, "space": { "long": { @@ -1041,7 +1007,6 @@ }, "savingThrows": { "fort": 7, - "ref": null, "will": null }, "hardness": { @@ -1065,7 +1030,6 @@ }, "collision": { "damage": "{@dice 2d6}", - "type": null, "dc": 15 } } diff --git a/deities.html b/deities.html index c4280df2dc..acc681692e 100644 --- a/deities.html +++ b/deities.html @@ -10,6 +10,7 @@ Deities - Pf2eTools + diff --git a/donate.html b/donate.html index d6da33b0f8..cfef353059 100644 --- a/donate.html +++ b/donate.html @@ -10,6 +10,7 @@ Donate - Pf2eTools + @@ -80,7 +81,7 @@

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diff --git a/feats.html b/feats.html index 2a7abde4c0..f6f444ffa2 100644 --- a/feats.html +++ b/feats.html @@ -10,6 +10,7 @@ Feats - Pf2eTools + diff --git a/gmscreen.html b/gmscreen.html index 370aa67253..42e50d1bc7 100644 --- a/gmscreen.html +++ b/gmscreen.html @@ -10,6 +10,7 @@ GM Screen - Pf2eTools + diff --git a/hazards.html b/hazards.html index 8311651a73..8591365222 100644 --- a/hazards.html +++ b/hazards.html @@ -10,6 +10,7 @@ Hazards - Pf2eTools + diff --git a/img/covers/GMG-100.webp b/img/covers/GMG-100.webp index ed49501342..1caad30a25 100644 Binary files a/img/covers/GMG-100.webp and b/img/covers/GMG-100.webp differ diff --git a/img/covers/GMG-25.webp b/img/covers/GMG-25.webp index 30f645fe65..073325ced2 100644 Binary files a/img/covers/GMG-25.webp and b/img/covers/GMG-25.webp differ diff --git a/img/covers/GMG-33.webp b/img/covers/GMG-33.webp index 8fce6c89ff..43f16a324c 100644 Binary files a/img/covers/GMG-33.webp and b/img/covers/GMG-33.webp differ diff --git a/img/covers/GMG.webp b/img/covers/GMG.webp index 9de0550df6..1fab2bf919 100644 Binary files a/img/covers/GMG.webp and b/img/covers/GMG.webp differ diff --git a/img/covers/LOWG-100.webp b/img/covers/LOWG-100.webp new file mode 100644 index 0000000000..d99758bc69 Binary files /dev/null and b/img/covers/LOWG-100.webp differ diff --git a/img/covers/LOWG-25.webp b/img/covers/LOWG-25.webp new file mode 100644 index 0000000000..e4170d8889 Binary files /dev/null and b/img/covers/LOWG-25.webp differ diff --git a/img/covers/LOWG-33.webp b/img/covers/LOWG-33.webp new file mode 100644 index 0000000000..21248d69fc Binary files /dev/null and b/img/covers/LOWG-33.webp differ diff --git a/img/covers/LOWG.webp b/img/covers/LOWG.webp new file mode 100644 index 0000000000..fbb2ebdc38 Binary files /dev/null and b/img/covers/LOWG.webp differ diff --git a/img/covers/SoM-100.webp b/img/covers/SoM-100.webp index 68c271595b..2d0bdb36d3 100644 Binary files a/img/covers/SoM-100.webp and b/img/covers/SoM-100.webp differ diff --git a/img/covers/SoM-25.webp b/img/covers/SoM-25.webp index e7f3b411c9..a267c099a3 100644 Binary files a/img/covers/SoM-25.webp and b/img/covers/SoM-25.webp differ diff --git a/img/covers/SoM-33.webp b/img/covers/SoM-33.webp index 3e9be92fc5..5ca45b8b94 100644 Binary files a/img/covers/SoM-33.webp and b/img/covers/SoM-33.webp differ diff --git a/img/covers/SoM.webp b/img/covers/SoM.webp index cbf27ee268..df80552f33 100644 Binary files a/img/covers/SoM.webp and b/img/covers/SoM.webp differ diff --git a/img/patreon.png b/img/patreon.png new file mode 100644 index 0000000000..5443ec9631 Binary files /dev/null and b/img/patreon.png differ diff --git a/index.html b/index.html index 1437060103..bacfdf16b8 100644 --- a/index.html +++ b/index.html @@ -10,6 +10,7 @@ Pf2eTools + @@ -416,14 +417,14 @@

GM Screen

-

Become a Patron!

+

Become a Patron

Use Discord?

Join our server for announcements, updates, and feature voting.

FAQ

Can I contribute? A copy of the source is available on GitHub.

+ href="https://github.com/Pf2eToolsOrg/Pf2eTools" rel="noopener noreferrer">GitHub.

Browser and device support? The latest desktop versions of Chrome and Firefox.

Where's my stuff? There's no account system. Everything is stored in cookies. If you wipe those, or close your incognito window, it's gone forever. You can download your data for safekeeping via the Settings diff --git a/inittrackerplayerview.html b/inittrackerplayerview.html index 7e2514d4d8..73ede2ab06 100644 --- a/inittrackerplayerview.html +++ b/inittrackerplayerview.html @@ -10,6 +10,7 @@ Initiative Tracker Player View - Pf2eTools + diff --git a/items.html b/items.html index 3f03464d33..0c2dead98d 100644 --- a/items.html +++ b/items.html @@ -10,6 +10,7 @@ Items - Pf2eTools + @@ -59,120 +60,6 @@ - @@ -195,62 +82,35 @@

Items

-
-
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- -
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-
- +
+
+
+ +
+
- -
- - - - - - -
- -
    -

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        @@ -264,7 +124,7 @@

        -
        +
        Total: @@ -286,11 +146,12 @@

        -
        Select an item from the list to view it here
        +
        Loading...

        -

        +
        + diff --git a/js/archetypes.js b/js/archetypes.js index 75b0f84af1..f95cbde186 100644 --- a/js/archetypes.js +++ b/js/archetypes.js @@ -63,7 +63,7 @@ class ArchetypesPage extends BaseComponent { }); this._list = ListUtil.initList({listClass: "archetypes", isUseJquery: true, syntax: this._listSyntax}); - this._listFeat = ListUtil.initList({listClass: "feats", isUseJquery: true, syntax: this._listSyntax}, {input: "#feat-lst__search", glass: "#feat-lst__search-glass", reset: "#feat-reset"}); + this._listFeat = ListUtil.initList({listClass: "feats", isUseJquery: true, syntax: this._listSyntax, sortByInitial: "level"}, {input: "#feat-lst__search", glass: "#feat-lst__search-glass", reset: "#feat-reset"}); ListUtil.setOptions({primaryLists: [this._list, this._listFeat]}); SortUtil.initBtnSortHandlers($("#filtertools"), this._list); SortUtil.initBtnSortHandlers($("#feat-filtertools"), this._listFeat); @@ -251,14 +251,13 @@ class ArchetypesPage extends BaseComponent { const [lvl, name, source] = ft.split("|"); const hash = UrlUtil.encodeForHash([name, source]); const mutateExtraFeat = (feat) => { - // FIXME: feat.featType = feat.featType || {}; feat.featType.archetype = typeof feat.featType.archetype === "object" ? feat.featType.archetype : []; feat.featType.archetype.push(arc.name); - feat._fType = ["Archetype"]; feat.addSections = feat.addSections || []; feat.addSections.push([[`{@note This version of {@feat ${feat.name}${feat.add_hash ? ` (${feat.add_hash})` : ""}|${source}|${feat.name}} is intended for use with the ${arc.name} Archetype. ${feat.level !== Number(lvl) ? "Its level has been changed accordingly." : ""}}`]]); this._featFilter.mutateForFilters(feat); + feat._fType = ["Archetype"]; feat.level = Number(lvl); feat.add_hash = arc.name; return feat diff --git a/js/classes.js b/js/classes.js index bd7f0548b7..5e15fd3318 100644 --- a/js/classes.js +++ b/js/classes.js @@ -856,6 +856,7 @@ class ClassesPage extends BaseComponent { const $dispClassTitle = $(`#class-name`); if (this._state.isHideFeatures) { + $(`.cls-main__no-sc-selected`).toggleClass("hidden", true); if (this._isAnySubclassActive()) { this._$wrpOutline.toggleClass("hidden", false); this._$divNoContent.toggleClass("hidden", true); @@ -870,6 +871,7 @@ class ClassesPage extends BaseComponent { $dispFeaturesSubclassHeader.toggleClass("hidden", true); } } else { + $(`.cls-main__no-sc-selected`).toggleClass("hidden", this._isAnySubclassActive()); $dispClassTitle.toggleClass("hidden", false); this._$wrpOutline.toggleClass("hidden", false); this._$divNoContent.toggleClass("hidden", true); @@ -901,6 +903,7 @@ class ClassesPage extends BaseComponent { const hkDisplaySubclass = () => { const isVisible = this._state[stateKey]; $(`[data-subclass-id="${stateKey}"]`).toggleClass("hidden", !isVisible); + $(`.cls-main__no-sc-selected`).toggleClass("hidden", this._state.isHideFeatures || this._isAnySubclassActive()); }; this._addHookBase(stateKey, () => keepYScroll(hkDisplaySubclass)); // Check/update main feature display here, as if there are no subclasses active we can hide more @@ -982,6 +985,7 @@ class ClassesPage extends BaseComponent { .appendTo($classStats) if (feature.gainSubclassFeature) { + $(`
        ${Renderer.get().render("{@note You have not selected a subclass.}")}
        `).appendTo($classStats); $divClassFeature.attr("data-feature-type", "gain-subclass"); cls.subclasses.forEach(sc => { const scLvlFeatures = sc.subclassFeatures[ixScLvl]; @@ -992,9 +996,7 @@ class ClassesPage extends BaseComponent { const toRender = ptSources && scFeature.entries ? MiscUtil.copy(scFeature) : scFeature; if (ptSources && toRender.entries) toRender.entries.push(ptSources); - const $divSubclassFeature = $(`
        `) - .fastSetHtml(Renderer.get().render(toRender.entries)) - .appendTo($classStats); + const $divSubclassFeature = $(`
        ${Renderer.get().render(toRender.entries)}
        `).appendTo($classStats); }); }); incrementScLvl = true; @@ -1231,7 +1233,7 @@ class ClassesPage extends BaseComponent { for (; this._ixDataSubclass < subclasses.length; ++this._ixDataSubclass) { const sc = subclasses[this._ixDataSubclass]; if (!this._listsSubclasses[sc.type]) { - const $wrpList = $(`
        `).appendTo($wrp); + const $wrpList = $(`
        `).appendTo($wrp); this._listsSubclasses[sc.type] = new List({ $wrpList: $wrpList, isUseJquery: true, @@ -1468,7 +1470,7 @@ class ClassesPage extends BaseComponent { } static _render_$getNoContent () { - return $(`
        Toggle a button to view class information
        `) + return $(`
        Toggle a button to view class information
        `) } _getDefaultState () { diff --git a/js/filter-items.js b/js/filter-items.js index cc0340a785..8f2e4b3a61 100644 --- a/js/filter-items.js +++ b/js/filter-items.js @@ -61,7 +61,7 @@ class PageFilterItems extends PageFilter { }); this._typeFilter = new Filter({ header: "Type", - items: ["Equipment", "Treasure", "Generic Variant", "Specific Variant"], + items: ["Equipment", "Generic Variant", "Specific Variant"], itemSortFn: null, deselFn: (it) => it === "Specific Variant", }) @@ -96,60 +96,67 @@ class PageFilterItems extends PageFilter { labelSortFn: null, }); this._bulkFilter = new RangeFilter({header: "Bulk"}); - this._rangeFilter = new Filter({header: "Weapon Range", items: ["Melee", "Ranged"]}) + this._rangeFilter = new Filter({header: "Weapon Range", items: ["Melee", "Ranged"]}); + this._shieldACFilter = new Filter({header: "AC Bonus", displayFn: it => `${Parser.numToBonus(it)} AC`}); this._hpFilter = new RangeFilter({header: "HP"}); this._btFilter = new RangeFilter({header: "BT"}); this._hardnessFilter = new RangeFilter({header: "Hardness"}); - this._shieldStatsFilter = new MultiFilter({ + this._shieldDataFilter = new MultiFilter({ header: "Shield Stats", - filters: [this._hpFilter, this._btFilter, this._hardnessFilter], + filters: [this._shieldACFilter, this._hpFilter, this._btFilter, this._hardnessFilter], }); this._ammoFilter = new Filter({header: "Ammunition"}); this._miscFilter = new Filter({ header: "Miscellaneous", - items: ["Consumable"], }); this._appliesToFilter = new Filter({header: "Applies to..."}); this._categoriesRuneItems = new Set(); } - mutateForFilters (item) { + mutateForFilters (it) { + it.weaponData = it.weaponData || {}; + it.comboWeaponData = it.comboWeaponData || {}; + it.armorData = it.armorData || {}; + it.shieldData = it.shieldData || {}; + // Sorting - item._fLvl = PageFilterItems._levelValue(item.level); - item._fBulk = PageFilterItems._bulkValue(item.bulk); - item._sPrice = Parser.priceToValue(item.price); + it._fLvl = PageFilterItems._levelValue(it.level); + it._fBulk = PageFilterItems._bulkValue(it.bulk); + it._sPrice = Parser.priceToValue(it.price); // Filters - item._fSources = SourceFilter.getCompleteFilterSources(item); - item._fPrice = PageFilterItems._priceCategory(item._sPrice); - item._fWeaponRange = item.category === "Weapon" ? (item.range ? "Ranged" : "Melee") : null; - item._fMisc = ["Ammunition", "Bomb", "Consumable", "Elixir", "Oil", "Poison", "Potion", "Scroll", "Snare", "Talisman", "Tool"].includes(item.category) ? ["Consumable"] : []; - for (let entry of item.entries) { + it._fSources = SourceFilter.getCompleteFilterSources(it); + it._fType = []; + if (it.equipment) it._fType.push("Equipment"); + if (it.generic === "G") it._fType.push("Generic Variant"); + if (it.generic === "V") it._fType.push("Specific Variant"); + it._fSubCategory = it.subCategory ? new FilterItem({ + item: it.subCategory, + nest: it.category, + }) : null; + + it._fGroup = [it.group, it.weaponData.group, it.comboWeaponData.group, it.armorData.group, it.shieldData.group].filter(Boolean); + it._fWeaponRange = it.category === "Weapon" ? [it.weaponData.range ? "Ranged" : "Melee", it.comboWeaponData ? it.comboWeaponData.range ? "Ranged" : "Melee" : null] : null; + it._fHands = [it.hands, it.weaponData.hands, it.comboWeaponData.hands].filter(Boolean).map(it => String(it)); + it._fPrice = PageFilterItems._priceCategory(it._sPrice); + it._fMisc = []; + for (let entry of it.entries) { if (typeof entry === "object") { - if (entry.type === "ability") item._fMisc.push("Activatable"); + if (entry.type === "ability") it._fMisc.push("Activatable"); if (entry.type === "affliction") { // TODO: More Filters? } } } - item._fSubCategory = item.subCategory ? new FilterItem({ - item: item.subCategory, - nest: item.category, - }) : null; - item._fType = []; - item.equipment ? item._fType.push("Equipment") : item._fType.push("Treasure"); - if (item.generic === "G") item._fType.push("Generic Variant"); - if (item.generic === "V") item._fType.push("Specific Variant"); - if (item.appliesTo) item._fAppliesTo = item.appliesTo - item._fDamage = undefined; // set by trait implies - this.handleTraitImplies(item, {traitProp: "traits", entityTypes: ["item"]}); - item._fTraits = (item.traits || []).map(t => Parser.getTraitName(t)); - if (!item._fTraits.map(t => Renderer.trait.isTraitInCategory(t, "Rarity")).some(Boolean)) item._fTraits.push("Common"); + it._fDamage = undefined; // FIXME: set by trait implies + this.handleTraitImplies(it, {traitProp: "traits", entityTypes: ["item"]}); + it._fTraits = (it.traits || []).map(t => Parser.getTraitName(t)); + if (!it._fTraits.map(t => Renderer.trait.isTraitInCategory(t, "Rarity")).some(Boolean)) it._fTraits.push("Common"); // RuneItem Builder - if (item.appliesTo) this._categoriesRuneItems.add(...item.appliesTo); + if (it.appliesTo) this._categoriesRuneItems.add(...it.appliesTo); } addToFilters (item, isExcluded) { @@ -165,20 +172,17 @@ class PageFilterItems extends PageFilter { this._subCategoryFilter.addNest(item.category, {isHidden: true}) this._subCategoryFilter.addItem(item._fSubCategory); } - if (item.group) this._groupFilter.addItem(item.group); - if (item._fDamageType) this._damageTypeFilter.addItem(item._fDamageType); - if (item.damageType) this._damageTypeFilter.addItem(item.damageType); - if (item.damage) this._damageDiceFilter.addItem(item.damage); - if (item.hands) this._handsFilter.addItem(String(item.hands)); - if (item.shieldStats != null) { - this._hpFilter.addItem(item.shieldStats.hp); - this._btFilter.addItem(item.shieldStats.bt); - this._hardnessFilter.addItem(item.shieldStats.hardness); - } + if (item._fGroup) this._groupFilter.addItem(item._fGroup); + this._damageTypeFilter.addItem([item.weaponData.damageType, item.comboWeaponData.damageType].filter(Boolean)); + this._damageDiceFilter.addItem([item.weaponData.damage, item.comboWeaponData.damage].filter(Boolean)); + this._handsFilter.addItem(item._fHands); + if (item.shieldData.ac) this._shieldACFilter.addItem(item.shieldData.ac); + if (item.shieldData.hp) this._hpFilter.addItem(item.shieldData.hp); + if (item.shieldData.bt) this._btFilter.addItem(item.shieldData.bt); + if (item.shieldData.hardness) this._hardnessFilter.addItem(item.shieldData.hardness); if (item.ammunition != null) this._ammoFilter.addItem(item.ammunition); - if (item.craftReq != null) this._miscFilter.addItem("Has Craft Requirements"); this._miscFilter.addItem(item._fMisc); - if (item._fAppliesTo) this._appliesToFilter.addItem(item._fAppliesTo); + if (item.appliesTo) this._appliesToFilter.addItem(item.appliesTo); } async _pPopulateBoxOptions (opts) { @@ -195,7 +199,7 @@ class PageFilterItems extends PageFilter { this._priceFilter, this._miscFilter, this._bulkFilter, - this._shieldStatsFilter, + this._shieldDataFilter, this._appliesToFilter, ]; } @@ -209,22 +213,23 @@ class PageFilterItems extends PageFilter { it.category, it._fSubCategory, [ - it.damage, - it._fDamageType || it.damageType, - String(it.hands), + [it.weaponData.damage, it.comboWeaponData.damage], + [it.weaponData.damageType, it.comboWeaponData.damageType], + it._fHands, ], - it.group, + it._fGroup, it._fWeaponRange, it._fTraits, it._fPrice, it._fMisc, it._fBulk, [ - it.shieldStats ? it.shieldStats.hp : 0, - it.shieldStats ? it.shieldStats.bt : 0, - it.shieldStats ? it.shieldStats.hardness : 0, + it.shieldData.ac, + it.shieldData.hp, + it.shieldData.bt, + it.shieldData.hardness, ], - it._fAppliesTo, + it.appliesTo, ); } } diff --git a/js/filter-rituals.js b/js/filter-rituals.js index d1b045ddf5..7785ff64f6 100644 --- a/js/filter-rituals.js +++ b/js/filter-rituals.js @@ -65,7 +65,7 @@ class PageFilterRituals extends PageFilter { it._fDurationType = Parser.getFilterDuration(it); it._fRange = Parser.getFilterRange(it); it._fMisc = []; - if (it.heightened && it.heightened.heightened) it._fMisc.push("Can be Heightened"); + if (it.heightened) it._fMisc.push("Can be Heightened"); if (it.cost) it._fMisc.push("Has a Cost"); } diff --git a/js/filter-spells.js b/js/filter-spells.js index 55ed2b90af..32781a6a8b 100644 --- a/js/filter-spells.js +++ b/js/filter-spells.js @@ -111,8 +111,7 @@ class PageFilterSpells extends PageFilter { spell._fTraditions = (spell.traditions || []) .concat(spell.spellLists || []) .concat(spell.traditions ? spell.traditions.includes("Primal" || "Arcane") ? "Halcyon" : [] : []); - spell._fSpellType = spell.focus ? ["Focus"] : ["Spell"]; - if (spell.traits.includes("Cantrip")) spell._fSpellType.push("Cantrip"); + spell._fSpellType = spell.traits.includes("Cantrip") && spell.focus ? ["Focus", "Cantrip"] : spell.traits.includes("Cantrip") ? ["Cantrip"] : spell.focus ? ["Focus"] : ["Spell"]; spell._fTraits = spell.traits.map(t => Parser.getTraitName(t)); if (!spell._fTraits.map(t => Renderer.trait.isTraitInCategory(t, "Rarity")).some(Boolean)) spell._fTraits.push("Common"); spell._fClasses = spell._fTraits.filter(t => Renderer.trait.isTraitInCategory(t, "Class")) || []; @@ -139,7 +138,7 @@ class PageFilterSpells extends PageFilter { if (spell.requirements !== null) spell._fMisc.push("Has Requirements"); if (spell.trigger !== null) spell._fMisc.push("Has Trigger"); if (spell.targets !== null) spell._fMisc.push("Has Targets"); - if (spell.heightened.heightened) spell._fMisc.push("Can be Heightened"); + if (spell.heightened) spell._fMisc.push("Can be Heightened"); if (spell.sustain) spell._fMisc.push("Sustained"); if (spell.dismiss) spell._fMisc.push("Can be Dismissed"); if (spell.hasBattleForm) spell._fMisc.push("Has Battle Form"); diff --git a/js/gmscreen-timetracker.js b/js/gmscreen-timetracker.js index 7ecc31509d..cacfa07746 100644 --- a/js/gmscreen-timetracker.js +++ b/js/gmscreen-timetracker.js @@ -173,7 +173,7 @@ class TimeTrackerBase extends TimeTrackerComponent { out.monthStartDayOfYear += m.days; } out.year++; - out.monthStartDayOfYear = out.monthStartDayOfYear % daysPerYear + out.monthStartDayOfYear = out.monthStartDayOfYear % daysPerYear; } out.monthStartDay = (numDays - out.date) % daysPerWeek; if (seasonInfos.length) out.seasonInfos = seasonInfos.filter(it => dayOfYear >= it.startDay && dayOfYear <= it.endDay); @@ -181,6 +181,7 @@ class TimeTrackerBase extends TimeTrackerComponent { // offsets out.year += this._state.offsetYears; out.monthStartDay += this._state.offsetMonthStartDay; out.monthStartDay %= daysPerWeek; + out.dayInfo = dayInfos[(dayOfWeek + this._state.offsetMonthStartDay) % daysPerWeek]; // track the current week of the year, compensated for offsets out.weekOfYear = (out.year * (daysPerYear % daysPerWeek)) % daysPerWeek; @@ -255,7 +256,7 @@ class TimeTrackerBase extends TimeTrackerComponent { phaseFirstDay: phaseFirstDay, phaseIndex: ixPhase, dayOfPeriod, - } + }; }); } @@ -290,6 +291,25 @@ class TimeTrackerBase extends TimeTrackerComponent { return pod; } + static getGolarionDay (i) { + return { + ...TimeTrackerBase._DEFAULT_STATE__DAY, + id: CryptUtil.uid(), + name: ["Moonday", "Toilday", "Wealday", "Oathday", "Fireday", "Starday", "Sunday"][i], + pos: i, + }; + } + + static getGolarionMonth (i) { + return { + ...TimeTrackerBase._DEFAULT_STATE__MONTH, + id: CryptUtil.uid(), + name: ["Abadius", "Calistril", "Pharast", "Gozran", "Desnus", "Sarenith", "Erastus", "Arodus", "Rova", "Lamashan", "Neth", "Kuthona"][i], + days: [31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31][i], + pos: i, + }; + } + static getGenericDay (i) { return { ...TimeTrackerBase._DEFAULT_STATE__DAY, @@ -339,6 +359,16 @@ class TimeTrackerBase extends TimeTrackerComponent { return out; } + static getGolarionSeason (i) { + return { + ...TimeTrackerBase._DEFAULT_STATE__SEASON, + id: CryptUtil.uid(), + name: ["Winter", "Spring", "Summer", "Fall", "Winter"][i], + startDay: [0, 59, 151, 243, 334][i], + endDay: [58, 150, 242, 333, 364][i], + }; + } + static getGenericSeason (i) { return { ...TimeTrackerBase._DEFAULT_STATE__SEASON, @@ -383,7 +413,7 @@ class TimeTrackerBase extends TimeTrackerComponent { } static formatYearInfo (year, yearInfos, eraInfos, abbreviate) { - return `Year ${year + 1}${yearInfos.length ? ` (${yearInfos.map(it => it.name.escapeQuotes()).join("/")})` : ""}${eraInfos.length ? `, ${eraInfos.map(it => `${it.dayOfEra + 1} ${(abbreviate ? it.abbreviation : it.name).escapeQuotes()}${abbreviate ? "" : ` (${it.abbreviation.escapeQuotes()})`}`).join("/")}` : ""}` + return `Year ${year + 1}${yearInfos.length ? ` (${yearInfos.map(it => it.name.escapeQuotes()).join("/")})` : ""}${eraInfos.length ? `, ${eraInfos.map(it => `${it.dayOfEra + 1} ${(abbreviate ? it.abbreviation : it.name).escapeQuotes()}${abbreviate ? "" : ` (${it.abbreviation.escapeQuotes()})`}`).join("/")}` : ""}`; } static $getCvsMoon (moonInfo) { @@ -554,29 +584,29 @@ TimeTrackerBase._DEFAULT_STATE = { // game mechanics hoursPerLongRest: 8, - minutesPerShortRest: 60, + minutesPerShortRest: 10, secondsPerRound: 6, // offsets - offsetYears: 0, + offsetYears: 2700 + new Date().getFullYear(), offsetMonthStartDay: 0, // calendar days: { ...[...new Array(7)] - .map((_, i) => TimeTrackerBase.getGenericDay(i)) + .map((_, i) => TimeTrackerBase.getGolarionDay(i)) .mergeMap(it => ({[it.id]: it})), }, months: { ...[...new Array(12)] - .map((_, i) => TimeTrackerBase.getGenericMonth(i)) + .map((_, i) => TimeTrackerBase.getGolarionMonth(i)) .mergeMap(it => ({[it.id]: it})), }, events: {}, encounters: {}, seasons: { - ...[...new Array(4)] - .map((_, i) => TimeTrackerBase.getGenericSeason(i)) + ...[...new Array(5)] + .map((_, i) => TimeTrackerBase.getGolarionSeason(i)) .mergeMap(it => ({[it.id]: it})), }, years: {}, @@ -960,7 +990,7 @@ class TimeTrackerRoot_Clock extends TimeTrackerComponent { if (dayNightHtml !== lastDayNightHtml) { $wrpDayNight.html(dayNightHtml); - lastDayNightHtml = dayNightHtml + lastDayNightHtml = dayNightHtml; } $btnNextSunrise.removeClass("hidden"); @@ -989,7 +1019,7 @@ class TimeTrackerRoot_Clock extends TimeTrackerComponent { let name = event.name; if (event.hasTime) { const {hours, minutes, seconds} = TimeTrackerBase.getHoursMinutesSecondsFromSeconds(secsPerHour, secsPerMinute, event.timeOfDaySecs); - name = `${name} at ${TimeTrackerBase.getPaddedNum(hours, hoursPerDay)}:${TimeTrackerBase.getPaddedNum(minutes, minutesPerHour)}:${TimeTrackerBase.getPaddedNum(seconds, secsPerMinute)}` + name = `${name} at ${TimeTrackerBase.getPaddedNum(hours, hoursPerDay)}:${TimeTrackerBase.getPaddedNum(minutes, minutesPerHour)}:${TimeTrackerBase.getPaddedNum(seconds, secsPerMinute)}`; } const toShow = { name, @@ -1020,7 +1050,7 @@ class TimeTrackerRoot_Clock extends TimeTrackerComponent { let name = encounter.displayName != null ? encounter.displayName : (encounter.name || "(Unnamed Encounter)"); if (encounter.hasTime) { const {hours, minutes, seconds} = TimeTrackerBase.getHoursMinutesSecondsFromSeconds(secsPerHour, secsPerMinute, encounter.timeOfDaySecs); - name = `${name} at ${TimeTrackerBase.getPaddedNum(hours, hoursPerDay)}:${TimeTrackerBase.getPaddedNum(minutes, minutesPerHour)}:${TimeTrackerBase.getPaddedNum(seconds, secsPerMinute)}` + name = `${name} at ${TimeTrackerBase.getPaddedNum(hours, hoursPerDay)}:${TimeTrackerBase.getPaddedNum(minutes, minutesPerHour)}:${TimeTrackerBase.getPaddedNum(seconds, secsPerMinute)}`; } const toShow = { name, @@ -1054,7 +1084,7 @@ class TimeTrackerRoot_Clock extends TimeTrackerComponent { liveEncounter.countUses = 0; this._parent.triggerMapUpdate("encounters"); } else { - await TimeTrackerRoot_Calendar.pDoRunEncounter(this._parent, liveEncounter) + await TimeTrackerRoot_Calendar.pDoRunEncounter(this._parent, liveEncounter); } }) .appendTo($wrpEventsEncounters); @@ -1208,7 +1238,7 @@ class TimeTrackerRoot_Clock_Weather extends TimeTrackerComponent { name: it.uppercaseFirst(), buttonClassActive: meta.class ? `${meta.class} active` : null, iconClass: `fal ${meta.icon}`, - } + }; }), title: "Temperature", default: ixCur, @@ -1245,7 +1275,7 @@ class TimeTrackerRoot_Clock_Weather extends TimeTrackerComponent { name: TimeTrackerUtil.revSlugToText(it), iconClass: `fal ${useNightIcon && meta.iconNight ? meta.iconNight : meta.icon}`, buttonClass: `btn-default`, - } + }; }), title: "Weather", default: ixCur, @@ -1269,7 +1299,7 @@ class TimeTrackerRoot_Clock_Weather extends TimeTrackerComponent { let ix = TimeTrackerRoot_Clock_Weather._PRECIPICATION.indexOf(this._state.precipitation); if (!~ix) ix = 0; const meta = TimeTrackerRoot_Clock_Weather._PRECIPICATION_META[ix]; - $btnPrecipitation.title(TimeTrackerUtil.revSlugToText(this._state.precipitation)).html(`
        `) + $btnPrecipitation.title(TimeTrackerUtil.revSlugToText(this._state.precipitation)).html(`
        `); }; this._addHookBase("precipitation", hookPrecipitation); this._parent.addHook("time", hookPrecipitation); @@ -1305,7 +1335,7 @@ class TimeTrackerRoot_Clock_Weather extends TimeTrackerComponent { name: TimeTrackerUtil.revSlugToText(it), buttonClass: `btn-default`, iconContent: `
        ${this._parent.get("unitsWindSpeed") === "mph" ? `${meta.mph} mph` : `${meta.kmph} km/h`}
        `, - } + }; }), title: "Wind Speed", default: ixCur, @@ -1475,7 +1505,7 @@ class TimeTrackerRoot_Clock_RandomWeather extends BaseComponent { name: it.uppercaseFirst(), buttonClass: meta.class, iconClass: `fal ${meta.icon}`, - } + }; }) .map(v => { const $btn = $$`
        @@ -1508,7 +1538,7 @@ class TimeTrackerRoot_Clock_RandomWeather extends BaseComponent { precipitation: it, name: TimeTrackerUtil.revSlugToText(it), iconClass: `fal ${meta.icon}`, - } + }; }) .map(v => { const $btn = $$`
        @@ -1545,7 +1575,7 @@ class TimeTrackerRoot_Clock_RandomWeather extends BaseComponent { speed: it, name: TimeTrackerUtil.revSlugToText(it), iconContent: `
        ${this._unitsWindSpeed === "mph" ? `${meta.mph} mph` : `${meta.kmph} km/h`}
        `, - } + }; }) .map(v => { const $btn = $$`
        @@ -1567,7 +1597,7 @@ class TimeTrackerRoot_Clock_RandomWeather extends BaseComponent { const $btnOk = $(``) .click(() => { if (!this._state.allowedTemperatures.length || !this._state.allowedPrecipitations.length || !this._state.allowedWindSpeeds.length) { - JqueryUtil.doToast({content: `Please select allowed values for all sections!`, type: "warning"}) + JqueryUtil.doToast({content: `Please select allowed values for all sections!`, type: "warning"}); } else doClose(true); }); @@ -1665,7 +1695,7 @@ class TimeTrackerRoot_Clock_RandomWeather extends BaseComponent { precipitation: isNewPrecipitation ? RollerUtil.rollOnArray(inputs.allowedPrecipitations) : curWeather.precipitation, windDirection, windSpeed, - } + }; }; if (opts.isReroll) return getWeather(); @@ -1990,7 +2020,7 @@ class TimeTrackerRoot_Calendar extends TimeTrackerComponent { "grid-row-start": `1`, "grid-row-end": `2`, }) - .appendTo($wrpCalendar) + .appendTo($wrpCalendar); }); } @@ -2009,7 +2039,7 @@ class TimeTrackerRoot_Calendar extends TimeTrackerComponent { "grid-row-start": `${yPos + gridOffsetY + 1}`, "grid-row-end": `${yPos + gridOffsetY + 2}`, }) - .appendTo($wrpCalendar) + .appendTo($wrpCalendar); } let $ele; @@ -2031,7 +2061,7 @@ class TimeTrackerRoot_Calendar extends TimeTrackerComponent { return TimeTrackerBase.$getCvsMoon(m).addClass("gm-time__calendar-moon-phase"); } else if (i === 1) { const otherMoons = activeMoons.length - 1; - return `
        ` + return `
        `; } }); @@ -2328,7 +2358,7 @@ class TimeTrackerRoot_Calendar extends TimeTrackerComponent { const $btnRunEncounter = $(``) .click(() => TimeTrackerRoot_Calendar.pDoRunEncounter(this._parent, encounter)); - const $btnResetUse = $(``) + const $btnResetUse = $(``) .click(() => { if (encounter.countUses === 0) return; @@ -2342,7 +2372,7 @@ class TimeTrackerRoot_Calendar extends TimeTrackerComponent { if (!toSave) return JqueryUtil.doToast({content: "Could not find encounter data! Has the encounter been deleted?", type: "warning"}); - DataUtil.userDownload("encounter", toSave.data); + DataUtil.userDownload("encounter", toSave.data, {fileType: "encounter"}); }); const $cbHasTime = $(``) @@ -2569,7 +2599,7 @@ class TimeTrackerRoot_Calendar extends TimeTrackerComponent { offsetHour: 0, offsetMinute: 0, offsetSec: 0, - } + }; } } @@ -2632,7 +2662,7 @@ class TimeTrackerRoot_Calendar extends TimeTrackerComponent { } } - return {eventYear, eventDay, timeOfDay} + return {eventYear, eventDay, timeOfDay}; } /** @@ -2714,7 +2744,7 @@ class TimeTrackerRoot_Calendar extends TimeTrackerComponent { placeholder: "Select tracker", }); if (ix != null && ~ix) { - $tracker = $existingTrackers[ix] + $tracker = $existingTrackers[ix]; } } @@ -2910,10 +2940,10 @@ class TimeTrackerRoot_Settings extends TimeTrackerComponent { const $sectSeasons = $$`
        Name
        -
        Sunrise
        -
        Sunset
        -
        Start
        -
        End
        +
        Sunrise
        +
        Sunset
        +
        Start
        +
        End
        ${metaSeasons.$btnAdd.addClass("no-shrink")}
        ${metaSeasons.$wrp} @@ -2948,8 +2978,8 @@ class TimeTrackerRoot_Settings extends TimeTrackerComponent { const $sectMoons = $$`
        Moon
        -
        Offset
        -
        Period
        +
        Offset
        +
        Period
        ${metaMoons.$btnAdd.addClass("no-shrink")}
        ${metaMoons.$wrp} @@ -3029,7 +3059,7 @@ class TimeTrackerRoot_Settings extends TimeTrackerComponent { this._tmpComps[prop].push(comp); comp.setStateFrom({state: nxt}); comp._addHookAll("state", () => this._parent.set(prop, (this._tmpComps[prop] || []).map(c => c.getState()).filter(it => !it.isDeleted).mergeMap(it => ({[it.id]: it})))); - comp.render($wrp); + comp.render($wrp, this._tmpComps, prop); }); if (!nextState.length && opts.isEmptyMessage) $wrp.append(opts.isEmptyMessage); @@ -3052,7 +3082,7 @@ class TimeTrackerRoot_Settings extends TimeTrackerComponent { } }); - return {$wrp, $btnAdd} + return {$wrp, $btnAdd}; } } @@ -3064,7 +3094,7 @@ class TimeTrackerRoot_Settings_Day extends TimeTrackerComponent { } render ($parent, componentsParent, componentsProp) { - const $iptName = ComponentUiUtil.$getIptStr(this, "name", {$ele: $(``)}); + const $iptName = ComponentUiUtil.$getIptStr2(this, "name", {$ele: $(``)}); const $padDrag = DragReorderUiUtil.$getDragPad({ $parent, @@ -3103,7 +3133,7 @@ class TimeTrackerRoot_Settings_Month extends TimeTrackerComponent { } render ($parent, componentsParent, componentsProp) { - const $iptName = ComponentUiUtil.$getIptStr(this, "name", {$ele: $(``)}); + const $iptName = ComponentUiUtil.$getIptStr2(this, "name", {$ele: $(``)}); const $iptDays = ComponentUiUtil.$getIptInt(this, "days", 1, {$ele: $(``), min: TimeTrackerBase._MIN_TIME, max: TimeTrackerBase._MAX_TIME}); const $padDrag = DragReorderUiUtil.$getDragPad({ @@ -3263,7 +3293,7 @@ class TimeTrackerRoot_Settings_Event extends TimeTrackerComponent { }, }); - const $iptName = ComponentUiUtil.$getIptStr(fauxComponent, "name", {$ele: $(``)}); + const $iptName = ComponentUiUtil.$getIptStr2(fauxComponent, "name", {$ele: $(``)}); const $iptEntries = ComponentUiUtil.$getIptEntries(fauxComponent, "entries", {$ele: $(`